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Riven Build Guide by WolfyTheRiven

Not Trying to Copy, just base becauses its in progress!

Not Trying to Copy, just base becauses its in progress!

Updated on October 31, 2018
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League of Legends Build Guide Author WolfyTheRiven Build Guide By WolfyTheRiven 14,335 Views 0 Comments
14,335 Views 0 Comments League of Legends Build Guide Author WolfyTheRiven Riven Build Guide By WolfyTheRiven Updated on October 31, 2018
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NOTE IMPORTANT PLEASE READ

This guide is basically me taking notes for now so I can compile it into information for you guys, testing out the styles of other Riven guides and I'm not trying to any of this as my work, please look at these two guides as they're really helpful and I'm trying out a lot of the things they use

Design:
https://www.mobafire.com/league-of-legends/build/limitlesshavocs-top-lane-riven-371946
Information:
https://www.mobafire.com/league-of-legends/build/the-best-riven-world-guide-404727
Also please check out this guide, it helped me a lot, not just giving me an idea (I'm testing things out, yes they're copy and pasted- but I will edit them more) but for helping me learn how to play Shyvana to!
https://www.mobafire.com/league-of-legends/build/season-8-shyvana-jungle-total-guide-the-most-in-depth-427599
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Quick Guide

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SUMMONERS

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If it's your first time playing Riven, take Flash + Ignite as your summoner's spells. Take the runes I recommend, or any Conqueror rune page you have set up.

Start Long Sword for most matchups, if you're first timing Riven or if you're in a poke matchup you can start Doran's Shield and Doran's Blade is best when fighting tanks. Either learn Valor if you're up against a ranged, poke heavy matchup or Broken Wings if you're up against a melee or tanky matchup. Level your abilities Broken Wings first, then Valor then Ki Burst but remember, after upgrading all your spells once and upgrading Broken Wings as much as possible get a second point in Ki Burst before you spam Valor. Obviously Blade of the Exile at 6, 11, 16. Use Broken Wings for an auto-attack reset.

Follow this build path: Stalker's Blade - Death's Dance -> Ninja Tabi -> Black Cleaver -> Sterak's Gage, however you must build in variation depending on the enemy team, for example buy Black Cleaver first and Death's Dance third if you're against a tank in lane, change your Ninja Tabi if you're against slows like Wither take Boots of Swiftness, if you're against a lot of Ability Power and Crowd Control take Mercury's Treads you should also swap out Sterak's Gage for Maw of Malmortius if you're facing a lot of Ability Power champions, or if they have an Ability Power assassin like Ekko on their team. And enjoy! Your final two items depend on the game: Titanic Hydra -> Guardian Angel in an average game, or something more offensive like Ravenous Hydra if you're snowballing quite hard. Always remember, when you have your full build sell your boots for Dead Man's Plate and your Guardian Angel for Mercurial Scimitar!

You need to earn gold quickly in the first 10 minutes of the game. Riven can easily become 2 kills ahead of the enemy laner when set so far behind if you play her right, she scales hard with Attack Damage and is hard to beat when she's ahead. You do this by focusing on farming early, using the farm triangle, and you farm all game, and also trade when your enemies spells are on Cool Down (for example when Nasus tries to stack with Siphoning Strike).
  • First 5 minutes: Start Valor and play passive in ranged matchups/matchups that can easily out trade you with one spell ( Garen) or Broken Wings and try to trade from brush/when they waste spells don't let your wave push
  • Do not waste early time roaming or trying to help lanes, because you can't do much without losing your pressure top lane - it's better to get to level 6 faster because of your gold reliance, you can't let the enemy laner get ahead . (Gank other lanes when you're ahead and pushed up, or if you're in a matchup where the enemy is a tank with low pushing power)
  • If against a weak early jungler, you can do an invade at any level after clearing your waves, best at levels 4-5-6 when you are probably already 1-2 levels ahead of him
  • You can roam mid and complete Rift herald, you can take it easily from level 4 on
  • 5-7 minutes: Gank when you have level 6, you are very strong with Blade of the Exile increasing your AoE spells so it's hard for enemy laners to not burn flash in attempt to not get stunned, mid lane is best for this if you don't have Teleport as if you stun them they're pretty much dead, counter-jungle, use the farm triangle, roam and splitpush when you establish a lead in your farming or if you're rotating lanes.
  • Rush an early Caulfield's Warhammer or Phage, for either Cooldown Reduction or speed to out run spells like Decisive Strike and Judgment.
  • By 10 minutes you should have the Death's Dance or Black Cleaver completed, this gives a power spike
  • Gank every time your ultimate is up - you should be always looking for trades and after 1-2 you can always all in if you have your ultimate and they have Cool downs/mispositioned, ex.
  • 11-13 minutes: Buy Tier 2 boots, speed is important on Riven as her weakness lies in Crowd Control, you need to be mobile with your mobility spells to clip kills with Broken Wings. Farm hard in both sides of the jungle, and lanes when the laner is backed or roaming, kill the enemy jungler by warding their brush and position yourself to make a guess where they will next appear from the Fog of War, take opportunities when you see them (e.g. Rift Herald), cover the whole map
  • 14-16 minutes: Help your team take the first turret for the gold bonus if not already taken.
  • 17-20 minutes: Help your lanes more, take objectives: Outer Turrets, second Dragon, Rift Herald. Look for skirmishes, you can take down any opponent if you play it right, once you have taken your lanes tower or mid tower at 14-16 minutes try to get the next first tower on another lane.
  • 21-25 minutes: Pressure everywhere: split push, flank team fights, flank, if you're comfortable try a Flash combo to get an AoE stun on the entire enemy team, win.

Early game, your main task (apart from getting gold!) is to protect lanes from falling behind, so they wont slow down your snowball. So you steal camps, contest Rift Scuttlers, invade, counter gank, ward as best as you can and constantly check the map to ping for your laners, and generally make the enemy junglers life difficult. Late game, your role depends on how the game is going, you can split push, or anchor your team as a powerful bruiser (not a tank), or a bit of both.

Riven is tankier than usual with this build, but she's not a tank. She does not have the shield and Crowd Control that true tank champions have, but she's pretty squishy. She is a high damage champion, with good base damage and scales very well with the suggested builds. You can build her with full tank items if there's nobody else to be your team's front line. But she's more powerful with a higher damage build.

Generally it is hard for opponents to kill a champion who is two levels ahead of themselves, and even harder if that's a skilled Riven. If you can avoid any early deaths - you should be able to, as there's little reason why a Riven should take death enduing trades in the early game - and buy an early Cooldown Reduction item ( Death's Dance or Black Cleaver) then Riven can build up a mystique in the eyes of opponents as "unkillable".

Titanic Hydra is best for low elo games or those typical solo queue games where you are not sure about your teammates and might need to 1 v 9: it is one of Riven's most useful items if the active is used correctly in her combos (takes practice!) But for high elo games or premade 5 v 5 where you have competent teammates then Ravenous Hydra is best, because it makes Riven more useful in her purpose (to burst down the enemies as quickly as she can) to the team overall: your nearby allies should be able to take good advantage of the AoE passive. Some builds take neither!
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Riven History

From patch to patch and season to season, Riven has varied between being a god-tier top laner and being fairly weak. Actually I think she stays fairly constant in power, what is changing is the strength and meta of the top laners around her.

Faker revolutionised Riven, he used animation cancelling to dish out an amazing amount of damage and stomp the Mid Lane compared to other Riven players. He utilized her passive and made her meta, showing everyone how to use her as a bursty champion and how to player her properly.
She has recently hit her seventh year anniversary, however, recently she has fallen off in power, almost all meta top laners destroy her, and she has very few good matchups.
Riven was released live on servers on September 14th, 2011, she was the last champion to be released for Season 1. She was meant to be a super flashy, high risk, high reward champion, that was unlike any other champion previously released. Riot wanted to make a female champion that was strong and different, as they were criticized for overly sexualizing most female champions, (uh... the fans became too much so they made Battle Bunny Riven anyway, but yeah.)

Riven was created to be a Demacian, who was "gooder than good" but the people developing her thought this left her character with less depth. So they made her an Exile from Noxus, who, after seeing the true- gruesome way that they fought, broke her sword, and left. They wanted her play style to be a lot like "Marth" a character from Super Smash Bro's Melee. Riven was code named Marth, they shared the same core mechanics in their slash and dash playstyle. Both have a circular block shield in their kit, as well as Broken Wings- a slashing sword spell, and a lot of dashes, in the form of Broken Wings and Valor.
Riven was played out similar to the "Valkyrie" class from MMOs. She uses a Runic Blade her passive Runic Blade and her ultimate Blade of the Exile are both powered by the seven runes in her sword. Gauntlet Seven Sorrows has a Valkyrie class, the Valkyrie in that game has short hair, a green sword, and is very mobile with Area of Effect damage.

Riven was played as a lane bully with excellent harass, and high risk. She could dish out damage with her old passive "(The) Art of War" and Broken Wings. However, she was extremely underpowered and so she was given multiple buffs in just a week. She was not worth playing compared to other champions at the time like Xin Zhao and Jarvan IV. Her playstyle was high risk, but she was given such a low reward, but she was fun to play, so she saw more casual play and hardly any competitive play because she was not meta, in this time frame there was a sustain meta, and Riven had no natural sustain, giving her a lot of early game problems.
Riven was buffed and then had the highest base health regeneration of any champion, meaning she was an excellent Jungler, there was no Red Smite or Enchantment: Warrior and so junglers had to start with Doran's Blade. Stacking these on Riven synergised extremely well with her high health regeneration and so her early game was given a great boost.

Season 3 introduced a bug where Riven's Broken Wings could bypass terrain, Riot liked the idea of a wallhop mechanic as it gave Riven more diversity to her kit. Riven at the time was very easy to play because of her new buffs, and this gave her a new mechanic which required some skill to learn. Riot implemented wall hopping into the game on Riven's third Broken Wings. BoxBox became known as "The Riven one trick" and he quickly mastered her kit making insane outplays on Youtube and Twitch.TV, this became widely popular as the big thing at the time was League of Legends content.
The best Riven North America tournament was hosted by Leaguepedia, where high ELO Riven players would compete head to head to showcase and prove their skills with Riven. Everyone knew players like Dyrus, Imaqtpie, Best Riven NA and BoxBox all competed for the title of Best Riven North America. MegaZero was able to take the title in five games. Riven was used as a counterpick to a few bruisers, but this tournament helped showcase what good Riven players could do with her kit, but her animation cancels were still simple.

A player named BarcodeKiller was domination Solo Q and was going scores like 20/1 in Diamond 1 games, playing mainly Riven. Players like BoxBox and Scarra would watch him and be amazed at how good he was on the champion. This player was known to be Korean because of their "Barcode" name, and was eventually discovered to be Faker. To practice for Worlds he decided to come to North America to practice his Riven. He single handedly popularised Riven with how good he was at the champion. Showing how good she could be when mastered. He destroyed Worlds using Riven as a counterpick to a popular champion at the time, Zed.
In Season 4 Riven was insanely popular, and so Riot had to repeatedly nerf her in Season 4 and Season 5 when players put so much time in her that they could use her kit absurdly well. A lot of Mid Laners started picking her up and playing her as she was the best Mid Laner in this time. However, it was interesting that it was still shown that the players who were not as good as Riven couldn't dominate even with her previously over buffed kit. Without practice she was not a very good champion. Riven was still strong however, so Valor's shield duration was nerfed from 2.5 seconds to 1.5 seconds as well as some damage and cool down nerfs. Everyone was playing her as a counterpick to Zed and Gragas, but Gragas got completely nerfed and could not play in the mid lane, so Riven was no longer needed.

However, Riven had developed a community of 'RivenMains' who continued to play her and improve. The Shy, Lord Master King, BoxBox, Viper, and Best Riven NA, played Riven at peak performance in high ELO, showing everyone that she was still a very strong champion, spiking her Win Rate and Ban Rate, especially since they now feared good enemy Riven's and the bad Riven players they got on their own team. Riven saw very little competitive play in the beginning and start of Season 5 because she wasn't great for the top lane meta where tanks and mages were the best choices, such as Maokai or Ryze. As well as Smite top laners because of how good Enchantment: Cinderhulk was, players like Huni were playing Hecarim and Lee Sin top lane.

At the end of Season 5, Riven received no direct buffs, however during and before the World Championships she became a favourable pick for the top lane, because of two reasons, the first being "Double Jungling", where back in Season 5, if you were to kill jungle camps you would share the EXP with nearby allies, they would also get the gold to buy a few Health Potions which provides the better sustain Riven needed, and she could Teleport back to top lane, you wouldn't be able to punish her for taking Doran's Blade and having just one Health Potion so she could play more aggressively. Another reason, is a lot of fighter style champions have received reworks, such as Fiora and Gangplank, and a juggernaut rework. Season 5 Worlds was known as Riot's biggest "mess up" in history, because of the massive juggernaut rework right before the World Championship and so players didn't know what to play. Riven however was a reliable pick, as she countered Gangplank and Fiora pretty well. These two champions after their reworks were seen as the best two in the game, but Riven went 50/50 with Fiora in a skill matchup, and she absolutely crushed Gangplank level six. Faker picked Riven mid lane into Cassiopeia and slaughtered her, but the only reason he picked Riven mid was because he thought that Gangplank was their mid laner, as he was so strong he could even be played mid lane. So Riven was a good pick, and Huni got his famous "Quaaadra Kill."

At the end of Season 5, Riven's popularity was similar to Season 3 and she was played a lot more in Solo Q because of her competitive success. Riot, however, nerfed her because her ability to snowball was too strong, and so the cooldown on Blade of the Exile was increased, because a lot of players were rushing Ionian Boots of Lucidity with her massive snowball and her ultimate being constantly up, she felt unstoppable. In Patch 5.22, as pre Season 6 started to come up, Riot removed Riven's core item that she had bought for years, "The Brutalizer", this also changed what built into Youmuu's Ghostblade and Black Cleaver, core items of hers. "The Brutalizer" was split up into two items, Serrated Dirk and Caulfield's Warhammer. Riven was much more reliant on The Brutalizer's Cooldown Reduction than champions like Pantheon, Zed and Talon- so this was a massive nerf to her, you notice this as Zed, Pantheon and Talon can all rush Serrated Dirk for the extra lethality, while Riven has to take Caulfield's Warhammer for the extra Cooldown Reduction. Noone knew what to take for Riven in terms of the item changes and new masteries, so Riven mains started to create guides on this as she really wasn't that good anymore.

Riven's win rate dropped severely, and even with Fervor of Battle and Thunderlord's Decree she was still underwhelming, how much this item removal hurt her was noticed, especially how lacking her early game power was compared to what it was previously. Riven was an early game lane bully, but now her scaling had changed, she is now known as a late game scaling champion, a four to five item power house. Champions that countered Riven such as Poppy and Trundle were also extremely meta in the top lane, so she needed a buff in the Season 6 tank meta. Wind Slash and Runic Blade were slightly buffed, but they still weren't strong enough. Courage of the Colossus seemed like a great tank keystone as it allowed you to trade and building Riven off- tank was much more efficient in that meta. At the end of Season 6, many tanks were nerfed, as well as Courage of the Colossus, Grasp of the Undying, Iceborn Gauntlet, Sunfire Aegis, Ninja Tabi and Randuin's Omen. Given Riven an amazing indirect buff. In Season 7 masteries and Fervor of Battle became much more impactful. Players like Adrian Riven was now known as one of the best Riven players, as well as Viper and Revenge hitting rank one on the North America ladder. The thing that helped Riven the most in Season 7, however, was the introduction of the Practice Tool.

The Practice Tool, out of all the champions- was most important to Riven, as players could practice and perfect their combos and wallhops without having to wait for Cooldowns, spiking her popularity. The Riven community got significantly better at the champion. Season 8 then introduced the new Runes Reforged, and Riven was very adaptable for all the new runes. Riven's only real competitive play in Season 8 was when she was picked by Khan in the LCK. When Unsealed Spellbook was Overpowered, Riven synergised very well with it, being able to have her Ignite on a fairly low Cooldown, she could spam it in lane to kill people. Khan picked her as an effective counter to Gangplank and ended the game with a Pentakill. Riven is still, however, struggling in this meta, she's just not as effective as other meta fighters such as reworked Irelia, but she has recently been given a buff to Blade of the Exile and "Recent News" looks hopeful for the new runes and items in Season 9.

re work details


playing riven in Season 9
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Pros and Cons



Pros and cons of the champion:
  • Multiple mobility spells
  • High damage with just two offense items
  • Her damage is consistently available: not limited by mana and cooldown on Broken Wings is low. This means you can kill two or three champions in succession (see video!)
  • She is the least limited champion
  • Infinitely High Skill Cap
  • Great waveclear with AreaOfEffect spells
  • High roam and gank success rate
  • She is capable to outplay her opponent in almost any situation, making her a formidable duelist
  • She snowballs extremely well and is hard to take down when she's ahead
  • Is incredibly weak to Crowd Control
  • Fairly vulnerable to ganks
  • Easily bursted down and very squishy
  • Is very reliant on her spells, when they go on Cooldown she will be incredibly vulnerable

People think Riven is an "easy" champion to play, and so a lot of people play her casually but don't take the trouble to master her, most however respect that she has a high skill cap, so they understand that taking her to ranked normally means you have to be extremely committed. Riven is an extremely rewarding champion for you to master, as you can better yourself and improve with her every game. Riven is falling in win rate right now because she's not too good in this meta, and so the only people who play her are low elo, there are, however a lot of comitted Riven players with active Youtube channels, and the Rivenmains subreddit is a massive community (The largest League of Legends subreddit there is!) they are massively helpful and a lot of them post any new combos, mechanics, ex and their best moments in game, where you can really see how much time they have spent playing her. I also main Warwick in the jungle, and he is a very simple and easy champion for beginners, so you can see results immediately, but there isn't that big of a difference between a low ELO and high ELO Warwick mechanics wise, as there isn't a lot of new things to learn about the champion itself.

Overall Riven's role is to:
  • out-farm the enemy top laner, and take enemy jungle camps, playing it safe early game
  • maintain strong objective control and map presence, she can take Dragons, Baron, Rift Herald, turrets and inhibitors while escaping if the enemy team show themselves, or taking on multiple enemies at once
  • initiate team fights, using Ki Burst and her third Broken Wings with AreaOfEffect damage to give your team opportunities to fight them, as well as saving your carries by bursting down assassins
  • split push, and in general totally intimidate the enemy team by out scaling them and being equal to a hyper carry

Riven is such a powerful 1v1 fighter that she forces the enemy to group up if they want to deal with her. Use that to your team's advantage.

Riven is not a good initiator (unless you have a well co-ordinated pro team, but let's face it, you don't). She has very high mobility and AoE Crowd Control but she is extremely squishy because she has no damage reduction abilities and low sustain, her shield is easily destroyed although the build is designed to help you with this.) If you initiate against grouped enemies without a co-ordinated team, you will die quickly and waste Riven's massive damage potential. Riven can do consistent AoE damage, so it's best for her to counter-initiate: that means going in after the enemies already blew their Cooldowns. Or with a co-ordinated team, you all go in together and the opponents have a choice: focus Riven while taking damage from your mid and ADC, or focus those other damage dealers while Riven's AoE shreds the whole team.

Riven can win anything, any duel, she can get a Quadra from a four man dive and 1v5 the enemy team, but the reason she's not Overpowered is because every play you make requires skill, none of her spells are point and click, there are endless mechanics to her and you need to try your best to master every one, champions can easily kill you with no skill involved, so in return you get the ability to destroy the enemy team - but if you have the skill to do so. She can carry a losing team, if her laners all lose lanes then the game is likely a wait to late game, you have to focus on snowballing your own and creating such a threat top lane that the other laners/jungler has to attempt to shut you down. But part of the mechanics Riot are seeing is because most players play Riven professionally right now, because of how hard she is to play if your main top laner was banned - and casual players are going to see low results. As noted already, in the hands of an experienced Riven player, who also has the sense to pick Riven with a team composition to match her strengths, she has a good win rate.

A massive part of Riven is that she's a flashy champion who makes amazing outplays. She is amazing in teamfights and you can achieve Pentakills if you are skilled enough. She may not have roamed a lot, or taken a lot of objectives. But what she does do, is obliterate the enemy team, because she's consistently one of the best champions for taking team fights are skirmishes. With Conqueror, she can reliably kill enemy champions, and she's a force to be reckoned with in any team.

Here are my results using similar builds in previous seasons. I've achieved five Pentakills with Riven, but you can find a lot of examples on Youtube: it's certainly possible near the end of the game if you've had a good game. (Theoretically, you could kill a whole enemy team at once with one of your AoE abilities, but they'd all need to be on low health first from your allies.)

I often add to this guide or update it with small tweaks (for example rune changes), so you might want to check for updates from time to time. It's a long guide with a lot to read: I suggest you look at the parts you find interesting, try it out in a game, and come back to read the rest if you want a deeper understanding of the champion.

ABBREVIATIONS USED
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Season 8 - Runes Reforged

The runes I recommend on Riven are like this.

Primary: Precision. Conqueror - Triumph - Legend: Bloodline (or other Legends depending on game) - Coup de Grace

Secondary: Resolve. Chrysalis - Bone Plating

These runes give Riven unexpected early sustain so you can do some effective trading at levels 3, 4 and 5 even with no items, which was one of Riven's weaknesses before. If you can make this work, you can start an early snowball: a Riven who gets ahead is hard to beat. The sustain strength comes from slightly higher health thanks to Chrysalis plus after you begin a trade with the enemy champion they do 15-40 less damage for their next three attacks including spells for Bone Plating's active; bonus burst damage from Riven's full combo thanks to Conqueror; and a damage steroid from Coup de Grace when Riven's spells are on Cooldown because she has used them to burst the enemy down, which she usually will be when teamfighting (she can get very low on health though, if she makes mistakes early).

Patch 8.6 introduced Riven's recommended keystone Conqueror to give melee fighters who specialise in extended trades more raw damage, and a slight true damage conversion. The overall effect was: longer trades, more damage, more Attack Damage, more damage dealt. It's the best keystone on Riven because of this reason, her powerspike's revolve completely on her items, which increase Attack Damage, drawing out fights, although she is quite burst it's a tank/fighter meta, Riven is outmatched by other skirmishers, fighters, and tanks in their defensive stats, and when she uses her spells she will need to draw out a fight for them to come back up, so Conqueror will help her deal the most damage she can as a substitute for her Cooldowns. It's still good to trade when you can even if you can't proc Conqueror, but otherwise rush to farm faster: every gold increase, giving her the items she needs adds to Riven stats in so many ways.

Runes Reforged in more detail

Riven scales best with Attack Damage, and she has defences naturally and as she levels up. That's why I recommend Precision for Riven primary path, for +9% attack speed with Conqueror's damage steriod.

In the Domination tree, you might think Electrocute is good, giving high burst damage towards one champion, (the rune starts working 3 seconds after first damaging a champion 3 times, and Riven can do this damage with Broken Wings, Ki Burst or Runic Blade). Yes, it is good in certain situations, for example where the enemy team has many squishies. But Conqueror is usually a better keystone, giving more consistent damage and the ability to win extended fights - Riven needs Attack Damage for dueling and splitpushing, but Attack Speed when teamfighting and using her combos - and Riven can extend the fight easily using her auto-attack resets and mobility from Broken Wings and Valor. As already mentioned, this rune is a strong help when trading, even early trades before you have items, because it also does percentage true damage which helps massively with tanks early game. Triumph is taken by almost every champion in the game, it gives a decent amount of healing every time you have a kill or an assist, which is so helpful when towerdiving/being towerdived (it happens a lot, people underestimate Riven's Crowd Control and mobility and towerdive you with the jungler flanking) and works especially well on a high-sustain bruiser (style) champion like Riven. With Legend: Bloodline you will gain Lifesteal as the game goes on which is a great free statistic for Riven - she can easily buy everything else, but Lifesteal is hard to buy - and in a game where you need high Lifesteal, to help you proc your Conqueror and repel kiters, it makes Death's Dance twice as effective.(But in a game where the enemy team has Crowd Control and is pretty squishy, like a Ryze top lane opponent, Legend: Tenacity helps you avoid unfavourable trades so you can farm faster, Legend: Alacrity helps your Attack Speed, and it's a reliable subsitute for Legend: Bloodline, it depends on personal preference but I find it doesn't synergise as well as in extended trades with Conqueror your spells will go on Cooldown, this is where you can stay alive until they come up with Legend: Bloodline but you can't deal a lot of damage without your auto attack resets and Runic Blade passive, making your higher Attack Speed much weaker.) Coup de Grace gives a noticeable damage boost when enemies are on less than 60% health,- this is great for Riven as she generally stays in fights to extend them so she is able to burst the enemies down, when her spells are on Cooldown you get a little boost and apply Legend: Bloodline as well as lifesteal from items such as Death's Dance to finish them of and clean up with tower dives more reliably/quickly, due to its ability to continue dealing out sustained damage after opponents have already used everything they have.

Conqueror and Coup de Grace work really well together, giving a combined damage bonus of over 20% on your damage in the middle and end of a fight. This works great for Riven who is a sustained damage dealer - and all these % damage buffs also enhance her on-hit damage. They make her Wind Slash long-distance nuke at the end of a fight very dangerous indeed. Riven is known as a strong duellist, and the combination of these runes ensures she should win just about any 1 v 1 fight (not Darius in the early game).
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There are various options for your secondary path. Best is the Resolve tree (it changes with every patch, so keep check!) Chrysalis is OK on Riven as it gives around +60 and a small amount of bonus AD which increases to +9 with takedowns, due to the amazing scaling from all of your spells - that's like a free Doran's Blade late game, so this rune has a gold value of around 400. The Chrysalis rune becomes slightly stronger with a high Health build ( Black Cleaver, Sterak's Gage, Titanic Hydra, Dead Man's Plate, Randuin's Omen/ Adaptive Helm etc) as noone really expects Riven to build Health (although, it's still best to build balanced Defence/Offence items for her right now instead of getting one shot or failing to burst a tank), once again- Riven is the best champion to outplay people with, you can kill anyone, but it requires a lot of skill most of the time, Health helps you proc your runes and make the most of your lifesteal with extended trades. For your other rune on this path, Revitalize sounds so good right now on Riven, and some sustain when you are disengaging from a fight is always good, combine this with Death's Dance, Red Buff and Mercurial Scimitar and you can eat out a surprising amount of damage over time from an enemy who thought he had killed you. But unfortunately Revitalize is weak early when you want it to count, and so actually I do not recommend it. Instead I take Bone Plating for a better tool to extend fights (which you want to happen a lot, as Riven) and also, an amazing anti-poke tool. Other options: Nullifying Orb is good for a small amount of free protection against magic damage, this opens up your boots choices, so that you can have Ninja Tabi most games, and it also pairs well with Maw of Malmortius because it holds you alive for longer on 30% health. The other option is Gathering Storm for +5 AD at 10 minutes, +15 AD at 20 minutes, and much more at 30 minutes+: Riven's spells scale with Attack Damage so it's not bad: fun at lower elo where games can last a longer time. But in higher elos, most games don't go beyond 30 minutes meaning this rune never becomes very impactful, it's a rune which is basically insignificant before 20 minutes. In a competitive game it's not a good pick, you want to have advantages from your runes before 20 minutes otherwise the enemy team will already be ahead, the standard Sorcery secondary would be Transcendence > Gathering Storm, Nullifying Orb is only for Ability Power matchups, in which case if they have an early comp take Transcendence next, and if they have a late comp take Gathering Storm. Nimbus Cloak is only viable with Phase Rush, against Attack Damage such as Darius although I still don't recommend that rune path at the moment, in all matchups.

Domination is the next most popular choice for your secondary path, it's best against squishies or when you have an easy matchup where you can snowball the lead as it gives you your stats for killing enemy champions, you should only be taking Sudden Impact > Ultimate Hunter in this secondary, Sudden Impact because it makes use out of your large amount of Crowd Control, and Ultimate Hunter because the hunter runes are all fairly weak, however Riven shines in late game and builds a lot of Cooldown reduction, her dueling power coming from her scaling Attack Damage ultimate, Ultimate Hunter of course- reduces your Cooldowns over the cap, which opens up a lot of opportunities for Riven as lets her take fights more often, extending your lead. Zombie Ward, Eyeball Collection and Ingenious Hunter are all viable- but only for the jungle.
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Inspiration is the least popular secondary path for Riven, but it's definitely underrated the utility is seriously helpful and you have four choices you can take from this page; Hextech Flashtraption, Perfect Timing, Future's Market, and Cosmic Insight. Perfect Timing and Cosmic Insight are the obvious ones, Cosmic Insight gives great Cooldown Reduction (even on your Flash, which is insanely helpful,) and Perfect Timing synergise's this, giving you a free Stopwatch in the mid game, which is when your opponent will probably try to dive you, (taking they're a tanky-bruiser like Garen) you can make some amazing outplays with Stopwatch and it also builds into Guardian Angel which Cosmic Insight provides Cooldown Reduction for! Future's Market is actually a good choice for jungle Riven and Kleptomancy Riven, and Hextech Flashtraption introduces a new mechanic which allows you to cancel your animations effectively, and helps with roaming, surprising your opponent, ex. However it is hard to learn and you should check the Mechanics chapter before attempting taking this rune.
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Build Path

This Bloodrazor build is strong all game: more than half of games will not reach six full items.
  • Start Hunter's Machete + Refillable Potion
  • Route: Red Buff (with leash) - Wolves* - Gromp - Blue Buff* and then take a Rift Scuttler and gank a lane or invade if you have enough health
  • Back to buy two Daggers, also buy a Hunter's Talisman if possible as that will strengthen your W and provide more sustain. Always buy a Control Ward if you have enough gold
  • Since Patch 8.8 you can buy an Oracle Lens early, this is very good for an invading jungler like Shyvana, and think of all the +30 gold from ward clearing
  • Clear two more camps: Raptors - Krugs and any Rift Scuttlers which are alive
  • Now is a good time to counter-jungle or possibly to gank - none of your camps is up, you have level 4, the enemy bot lane and jungler are probably still level 3. You can also take Dragon any time you see the enemy jungler on the top side of the map.
  • Continue taking camps efficiently, to reach levels 5 and 6
  • Back for Recurve Bow - if you have gold also upgrade your jungle item to Stalker's Blade
  • You could buy a Long Sword here: Recurve Bow + Long Sword + Refillable Potion is a good item set at level 5 for ganking or taking Dragon
  • Rush to complete Enchantment: Bloodrazor for a power spike in damage and clear speed
  • Also look to build Tier 2 boots - normally Ninja Tabi
  • It's best to complete Titanic Hydra next, unless you are behind and need defence early (delaying Titanic Hydra gives you a weaker mid game)
  • Add a Cloth Armor or Null-Magic Mantle as needed depending on opponents

You are looking to have Stalker's Blade - Bloodrazor + Titanic Hydra + tier 2 boots by around 18 minutes as Shyvana's basic item set, and then you should be looking at making a start on your defensive items.

In the 'Lower Cost Build', start with Titanic Hydra first, the jungle item (taken second in this case) is Cinderhulk followed by an armor item, Wit's End against magic damage and finished with Blade of the Ruined King to keep your damage relevant in the late game, also good for Baron and the Elder Dragon. If your game goes well you can reach this full build by around 35 minutes. Switch boots to Ninja Tabi once the laning phase is over, those are normally the best late game boots.

Also look at adapting your build to the game.

I like to build a good amount of damage on Shyvana. With the builds here, it's possible to do that and also have strong defences. The Season 7 re-work and the Season 8 runes have made damage builds even stronger.

People think Shyvana is a "tank", but she's really not. She is tanky which makes her a very robust fighter, but she has no special tank abilities and so she cannot absorb much damage for her carries without dying herself (and we don't want that!) Her kit is all damage focused.

Similar to Garen, the best way to play Shyvana is as a hyper bruiser, robustly dealing out damage that the enemy team are forced to group up if they want to stop her. So you can establish dominance and control the game. Shyvana can either anchor her team in 5 v 5 fights, or else split push and divide the enemy team: Shyvana with a damage build can take objectives extremely quickly if not stopped, and it usually takes two or three champions to stop her.

General Build Tips
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Items: Overview

The builds I recommend can be seen at the top of this guide. A good build involves:
  • Start and early game: attack speed
  • Mid game: on-hit damage, starting to stack health and armor
  • Late game: burst damage, solid defences

    Early attack speed helps your clears and first dragon, and pairs well with the on-hit damage mid game. Late game you need to be more bursty, because you may only have enough time to hit opponents once - some specialised late game builds are shown here.

    Riven's Needs


    Why not more Armour Penetration?


    Advantages of mid game Attack Damage


    On-hit effects

    Shyvana's kit has 7 on-hit effects or synergies.
    • Her Q applies on-hit effects a second time, as well as being an auto-attack timer reset - this means that an AA+Q combo applies on-hit effects three times (in around 0.3-0.4 seconds realistically, due to the time for the attack animation)
    • Her W grants an on-hit bonus to every auto-attack while it is proccing
    • Her E grants an on-hit bonus to every auto-attack against all opponents hit by the flame
    • Every hit reduces her Q cooldown
    • Every hit extends the duration of her W
    • Every hit grants Fury, so either it reduces the cooldown of her ultimate, or it extends its duration
    • In dragon form, her Q applies on-hit effects to all targets in the area of effect.

    One of the core items I suggest, Wit's End:
    • adds magic damage as an on-hit effect
    • each hit shreds the opponent's MR and at the same time gives +6 MR to Shyvana

    Her other core items, Enchantment: Bloodrazor, Titanic Hydra and Blade of the Ruined King add physical damage as an on-hit effect:
    • BotRK applies percentage current health damage as an on-hit effect
    • Titanic Hydra applies a percentage of your max health as an on-hit effect

    Both of these are supplemented by the on-hit physical damage on targets marked by Flame Breath which is % maximum health damage.

    That's a total of eleven on-hit effects or synergies with the core items. Wow!
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    The power of lifesteal


    Not recommended Trinity Force - Stormrazor
    .
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Boots and Movement Speed

Movement speed is important on Shyvana. The key thing about movement speed is it's relative: you want to be able to go faster than the other guy, so whatever they have, you want something better. Both out-of-combat and in-combat movement speed are good, if Shyvana is chasing or coming in to gank she probably gets the out-of-combat movement speed. Flat movement speed is best, not % increases, because Shyvana's W gives a big % movement speed increase.

Shyvana uses a combination of factors to catch opponents: high base movement speed, a burst of speed from W, and the range of slows she has at her disposal. Burnout is great, but not enough by itself to catch all opponents. Against kiting opponents, Shyvana still needs something additional for speed, for example Phantom Dancer, Trinity Force or Youmuu's Ghostblade, or a heavy slow to apply to the opponent. You may need to chain slows. Blade of the Ruined King gives the best slow from an item active, because it's a 3 second slow and it speeds you up at the same time as slowing the enemy. Chilling Smite is similar. You can have both :) If you took Exhaust as a summoner's spell, it's best to wait to use that when you are already in melee range.

As we head into mid-season 8, from Patch 8.6 several ADCs and AD assassins received buffs, so armor up! Ninja Tabi are normally the best boots (even after their nerf in 8.7). But you should adapt boots choices to how the game is going, the enemy team composition and who is most fed. Later in the game I sometimes switch boots, it's only around a 280 gold cost to sell boots and buy different ones.
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Boots Choices
Boots of Swiftness are often the best boots to buy early game on Shyvana. This is due to the cheap 900 gold cost. There are four specific situations when Boots of Swiftness are a strong pick:
  • If you are carrying your team and you need to do everything quickly - you're also probably 2 levels higher than opponents so defences are not too important.
  • If the enemy has important skillshots, the extra manoeuverability from these plus W can help you dodge them - dodging a skillshot is better than tanking it, so these boots are actually defensive.
  • If you need to keep up with a specific opponent who also has fast movement.
  • If the enemy team has a lot of strong slows (Ashe, Jhin, Ekko, Teemo etc)

More generally, a high movement speed build always works well on Shyvana as it allows you to run with enemies and apply your W damage for longer and get in more basic attacks. But Boots of Swiftness are only +10 movement speed ahead of other Tier 2 boots, it's generally not worth buying these if the enemy team has no slows.

An important advantage of these boots is they cost less gold than other Tier 2 boots. The low cost means you can have a faster early game. With less gold spent on Tier 2 boots you can complete your first full item earlier, see this video for an example. Saving gold on a core item is a big advantage because it means not only do you complete that item sooner, it means you also complete every future item earlier as well. Earlier power spikes = more chance to snowball.

The early game movement speed itself also helps you snowball fast, because you can get to places faster and do more. And don't forget that the Celerity rune gives you a small amount of extra AD from your movement speed. Later in the game you can sell these boots for something more defensive if necessary. Most of the full game builds in this guide do not show Boots of Swiftness, but I quite often take these boots first and change them later.
Buy Mercury's Treads for the tenacity, not the magic resist. These can work well mid game, combined with an armor defensive item like Dead Man's Plate or Randuin's Omen. You might need these for the tenacity if there are strong stuns, roots or silences on the enemy team, especially point-and-click abilities like Malzahar, Ryze, Irelia, Lulu, Fiddlesticks. Best paired with Legend: Tenacity: if you need the tenacity, you might as well have lots of it.
About Tenacity

Ninja Tabi are very strong against an ADC or generally against AD champions, they also help you to tower dive and survive which is highly useful in the mid game. As well as the armor, the 12% damage reduction on every enemy basic attack is an incredible benefit to have from boots. (Damage reduction stacks very well with other damage reductions, for example from Red Smite or from Phantom Dancer.) Even if you do not start with these boots, you will often need them late game: if the enemy team has a strong ADC these will probably be your go-to boots. Pretty much essential against a Vayne.

Uncommon Boots Choices


If you have Boots of Swiftness and something extra for movement speed, your movement speed numbers in game may not be as high as you expect. For example, if you have Boots of Swiftness and the Celerity rune you might expect to have out-of-combat movement speed of 417 (without W): that's 350 base movement plus 55 from the boots plus 12 from the rune. But your actual movement speed in game will be 416. That's not a bug, it's a feature of the game intended by Riot, called a soft cap.

How the movement speed soft cap works
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Adapting your Build to the Game

You must always adapt your build to the current game. Take into account factors like: how well you are doing, which opponents are strongest, what items are opponents building, how well are your allies doing, how much CC does your team have? It's also worth thinking about which Elemental Dragon buffs you have and therefore which items will benefit most from the extra buffs. For example, if you have two Cloud Drake buffs then Dead Man's Plate is not necessary. If you have two Fire Drake buffs then it's good to build high AD, for example Edge of Night.
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If you get fed early, then for your third item you have an interesting choice between tanking up so that you are unkillable, or building BotRK for devastating damage. I usually go the damage route - just levelling up already gives some tankiness for free. Defensive boots, for example Ninja Tabi, are often enough defence against enemy AD champions if they are behind, so that Spirit Visage can be your next defensive item (this also enhances your lifesteal from BotRK so that you can be on high health all the time). For example:
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The basic build I recommend involves taking Titanic Hydra as your second item, but you could instead take the excellent and low cost Wit's End first against an AP jungler - for example Elise, Amumu - or any AP opponent who is already getting fed or becoming dangerous, for example Katarina.
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Wit's End can also be used to create a low-cost - but still very effective - build if you get behind, for example bad luck in early invades or unsuccessful early ganks. If you are behind you need to build tankiness, not damage. The build below gives an inexpensive way to do that so you can reach the powerspikes of completed items even with less gold flowing in. Ohmwrecker is cheaper than other armor items but gives surprisingly good benefits (10% CDR, high health regen, movement speed bonus). Total gold cost: 11550.
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If following this lower cost build, after you have completed Bami's Cinder and Wit's End, you may have too little armor especially if you went for the cheap Boots of Swiftness boots option. You can build some armor before your jungle item is finished, mid-game your build could look like this:
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Against a full AD team, or a fed AD opponent, or a two ADC team (a ranged jungler), change your build order to complete Ninja Tabi earlier as soon as you have your Bloodrazor, and consider building full armor - maybe Thornmail if they are the specific squishy enemies who rely on auto-attacks. This build can be completed with another armor item for over 300 armor, maybe Ohmwrecker for the movement speed boost and CDR, or Zz'Rot Portal for combined defence, or Guardian Angel for some more AD.
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Here's another build which works well against a full AD team, good against ranged opponents like Lucian who want to kite you and very good against tanks and bruisers. Finish this with a Randuin's Omen against a full AD team, you should finish with 265 armor and 4200 health, that's 15000 effective health against physical damage.
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If you are carrying your whole team and stronger than any one single opponent, build Blade of the Ruined King earlier - even before any big defensive item - the lifesteal and high damage from it helps you to kill multiple opponents e.g. 1 v 2, and you will have the gold needed for this if you are carrying. Movement speed will also help you to bring all that pain to bear on the opponents, so take DMP instead of Randuin's. This could also be a game for a Trinity Force, again that helps if you are carrying because you can move faster. As the game continues, opponents will slowly become stronger and so you can build another defensive item 6th.
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If your carries are carrying your team properly - for example your mid and ADC are both doing well - then it can be better for Shyvana to build full tank and just defend and peel for them. Even though you won't have such a high KDA (in fact your KDA can be quite bad, because a tank sometimes acts as a damage sponge for the rest of the team, and dies in the process) your team will win as long as your carries stay alive. A build like this is very strong against any melee opponents who might try to engage your carries, and has enough out-of-combat movement speed to catch up to your team anywhere on the map: you can also tank a large amount of turret damage with a build like this.
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If you need high movement speed, take a Dead Man's Plate and Zeal in addition to your Boots of Swiftness - this can later be built out into a Phantom Dancer as your 6th item, similar to the Best Off-Tank Build but taking Phantom Dancer over BotRK. A build like this is strong against kiting ADCs like Ashe, Kalista, Vayne, Jinx - they try to kite you, but you catch up to them and 1-shot them:
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Generally Boots of Swiftness are best for the laning phase, as Shyvana needs to get around a lot and also chase down fleeing opponents. Late game when most fights are team fights, raw movement speed is not so important - there's not much point to having higher movement speed than the rest of your team - and W gives enough burst movement speed for repositioning in fights. That's why late game we usually switch to Ninja Tabi or Mercury's Treads for all the defensive benefits those boots give.
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Finally, here is a tanky build which - specifically - works well against Jax, Irelia, Camille and other melee opponents with a close-range stun:
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So you do a lot of passive and W damage to them if they engage with you, you are tanky enough to survive their burst, and the slow from Frozen Mallet means you can stay on top of them when you counter-engage.
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LONG GAME BUILDS:

In a long game (more than 40 minutes), opponents will be on full 6 item builds, and Shyvana will have excess gold, so Shyvana no longer has her (normal) advantage of having more gold than the opponents. So what can you do with that excess gold? Answer: (1) buy Elixirs + (2) replace your boots + (3) look at rebalancing other items. This is easy enough to do when you have extra gold: you don't have to stop thinking about items just because you already reached full build.

It makes sense to replace boots in a very long game, you will usually be losing only around 25 movement speed at most, depending on what item you take instead. Maximising movement speed is not so important in the end game as generally you want to stay with your team. The best boots replacements are normally Trinity Force or Phantom Dancer - both also make you a bit more tanky - or Youmuu's Ghostblade for raw speed. In a more defensive situation (or if you need to split push while 4 defend) look at Zz'Rot Portal, Ohmwrecker or Dead Man's Plate as a boots replacement, you can still have high movement speed in combat by activating W.

If you replaced your boots already, then you can also sell cheaper items such as Wit's End and buy something more costly. Generally late game you should be looking to out-damage the opponents with higher burst damage, so attack speed is less important late game than it is in the mid-game, instead single hit or single combo damage is more important. And although something like Wit's End is an excellent mid game item due to its on-hit damage and good gold efficiency, when you have gold to spare then you are more interested in slot efficiency - meaning highest damage per item slot. A 3000+ gold item is usually going to be better than a 2500 gold item, if you only have one item slot to spare. For damage and tankiness combined, Frozen Mallet is really good if you don't have it already, and Sterak's Gage can also be good after you are on full build. For pure damage you could look at a Stormrazor to out-class other bruisers and to one-shot squishy opponents. For damage and defence, Edge of Night is very good, or Mercurial Scimitar is excellent with its cleansing ability.

Exchanging Wit's End and your jungle item as a pair can be a good idea. For example if you built Cinderhulk + Wit's End early (for a cheaper build giving early and mid-game strength), you could exchange them as a pair for Skirmisher's Sabre - Bloodrazor + Spirit Visage after you reach full build. Bloodrazor is a strong late game item, and Spirit Visage is strong when you have completed BotRK for the lifesteal. You could also look at Frozen Mallet here or an armor item, if magic damage is not a problem.

Enchantment: Bloodrazor gives very high damage in the late game, so it's not normally a good idea to sell it. But to push your damage even higher, if you specifically have Phantom Dancer either as core build or boots replacement, you can take Infinity Edge in place of the jungle item, it's the only item which gives higher late game damage (but Infinity Edge works only if you already have 30% crit chance). It is possible to sell the jungle item without harming your jungling ability, its Tooth/Nail bonus damage against jungle monsters is nothing when you are at full build, and you still have the same 1000hp smite for Baron and Elder Dragon even with no jungle item (most people forget that!)

Don't forget to buy Elixirs as well!

Apart from all that, in a very long game (depending on your team) generally you want to tank up to something over 4000 health. It's because if you don't then full build opponents can kill you before you have enough time to do anything useful, and by now your ADC and mid should really be on full damage builds so they become your team's primary damage dealers. Even though I don't like to play Shyvana as a tank for most of the game, once your ADC is on full build + elixirs and playing properly then he really needs 2 team-mates as a tanky front line, and probably you are going to have to be one of those. You can look at this as Shyvana following a full damage build early to earn lots of gold and get a nice score, then surprise the enemy by switching to full tank for the end game. Titanic Hydra and Frozen Mallet are viable tank items of course, or you could even go literally full tank. If building full tank at level 18, Locket of the Iron Solari is surprisingly excellent because it shields your entire team using some of your tanky stats: the shield scales from your bonus health so a 700-800 hp shield is possible for all 4 of your allies - take that, Janna! (Seriously, it would be better for the Janna or Soraka or other ranged support to switch to a full AD build at this point in a 45+ minute game... nobody ever does that, but they should, because two ADCs is awesome.)
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Some other ideas:
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  • A high damage late game build with high movement speed and good lifesteal, and also fairly tanky. This is stronger than your enemies' full builds, very strong against the enemy back line, and with an Elixir you can win a 1 v 2, the movement speed helps you dance around your opponents to win a 1 v 2 as long as they don't have CC. The Phantom Dancer with a full build does good damage thanks to the crit chance combined with your auto-attack resets: you are hitting often, and one third of those will be crit strikes. Here Phantom Dancer is taken instead of boots, and Trinity Force in place of the jungle item. Taking Trinity Force actually reduces your damage (compared with Bloodrazor) but it adds useful movement speed and health. You can easily solo Baron with this build, the crit strikes increase your lifesteal. This may be the only build that can let you solo your strongest opponents, for example a fed Xin Zhao who has Bloodrazor and Guinsoo's Rageblade.
  • A very high damage late game build for highest possible damage without sacrificing all your defence. This build should be able to one-shot most opponents and may be the only build that can let you solo your strongest opponents, for example a fed Xin Zhao who has Guinsoo's Rageblade! If they have lifesteal they will outsustain you if you build tanky, so instead this is designed to kill in just one or two hits before they can lifesteal back up to full health: Shyvana with a full damage build can do a massive amount of damage with a single Q. Here Youmuu's Ghostblade has been taken in place of boots, you will have very high out of combat movement speed (thanks to Dead Man's Plate and Youmuu's), and Stormrazor gives you a movement speed burst in combat, if you need even more movement speed in combat you can activate Youmuu's.
    • A similar late game build for when you need to one-shot a melee opponent who built full damage with stupid amounts of lifesteal (a full damage Yasuo, Master Yi, etc) - here the Phantom Dancer gives you a bit more mobility to outplay them. As with the previous build, you have not much defence so an ADC can slaughter you, but if there is only one person carrying on the enemy team, this should let you engage and kill them before they kill you. The mini-slow from Dead Man's Plate can let you get a second attack in immediately after your first hits, even if they are running from you, so make those two attacks count - Q + Titanic Hydra active is your best combination, and blue smite is best as their lifesteal counters red smite. Again you don't take Guinsoo's Rageblade here because you are looking to one-shot them, not out-sustain them.
    • A tank killer build, if the enemy team has multiple tanks this will melt through them in seconds, you will have incredibly high DPS. By replacing your MR item you are giving up some magic defence, so you should take out the enemy mage first, but a level 18 Shyvana still has over 100 MR naturally (exact stat depends on how many drakes you took). This build has high health but only one fully defensive item slot so adapt it to the strongest threat to you, normally that's the ADC or being caught by crowd control under a turret, so we take Randuin's Omen or Dead Man's Plate: DMP is useful for crossing the map when you have no boots, but Randuin's Omen is stronger if the enemy ADC is on full build, and late game there's not much point in being able to move faster than your team. (Exceptionally, against Singed you might want to make that a Spirit Visage.)
    • A mainly defensive build for the late game. Essentially the only change from my standard Shyvana builds has been to swap the Bloodrazor enchantment for Cinderhulk, this will give you over 4000 health, and you still deal plenty of damage from the Titanic Hydra + BotRK pairing. Against a full AD team, take Thornmail instead of Spirit Visage. Ninja Tabi are usually the best late game boots choice for their important defence against a fed ADC, but to be even more tanky you could take Dead Man's Plate or Zz'Rot Portal or Ohmwrecker in place of boots, all give some movement speed benefit.
    • Another full tank late game build, you can easily switch a standard Shyvana build over to something like this in the late game. This one provides utility from the multiple slows, and close to 5000 health. Stacking health improves your Titanic Hydra damage which is the only damage you have going for you in this build. Note this build has no BotRK, that's fine as long as your allies have damage, you can still be very useful especially if your team lacks CC.
    • Finally an experimental build for maximum movement speed. This build has a high amount of single target burst damage for the late game, there is good attack damage and 60% crit chance and with 30% CDR (40% with blue buff) you can have W almost permanently. Instead of tanking damage, you activate W and speed away. You can be faster than Kennen when W is proccing: even after the soft cap your base movement speed is 530 in combat, 580 out of combat: and with W and Youmuu's active that increases to over 700! Defences are limited, this build lacks MR, but defence is less necessary when you can run so fast (and it's easier to dodge skillshots). This is an experimental build only, but it could be a lot of fun.
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Summoner Spells

Take Smite plus one out of these six: Ignite Flash Exhaust Ghost Heal Teleport as you prefer. Seriously, Shyvana has this amount of choice. I generally take different spells in different games according to my allies and opponents, and how well I'm playing on the day. They are all good.

Ignite and Exhaust have 10% lower cooldowns than Flash, Ghost has a much lower cooldown. If you are new to this champion take Exhaust, it's the most help in your pre-level 6 - it makes your ganks more effective, and it lets you counter jungle safely.

Against skilled opponents, Ignite, Exhaust and Heal are interesting for their deterrent effect. So an enemy jungler who is smart will generally not want to risk a 1 v 1 against Shyvana knowing she has one of these up - meaning they are less likely to try to invade your jungle early. This means you can follow your optimal jungle paths in peace, and so gain gold and XP quickly, which is what Shyvana wants to do. In contrast if you have Flash that's actually tempting an opponent to 1 v 1 you early, because a smart enemy will see forcing your Flash as a good outcome. Clarity is obviously useless as Riven has no mana income.

Ignite - Smite - Ghost - Heal - Barrier or Exhaust?

The Teleport Option

Cleanse: The Rarest Summoner Spell Choice
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Matchups

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d
d
Aatrox is now a spell reliant champion, just like you. All his spells are skill shots and avoiding them will win you the trade. Getting hit by the dark red parts of his spells knocks you up a long with it applying more damage, so you can use your second Broken Wings and Valor as evasion tools, position yourself well and dodge his spells sideways, not in a straight line so you are harder to predict and are less likely to be hit by the Sweet Spot of his spells, this works best against his first and second The Darkin Blade. You can trade Blade of the Exile for World Ender but its better to wait it out as it doesn't last long in the early levels.
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Team Composition

As a versatile jungler, Shyvana makes a good pairing with most allies. She doesn't depend on specific team compositions to do well, except to say that (as for any team in League of Legends) it's important to make sure that there is a good amount of CC on your team overall. If following a high damage build then ideally you also want some other person on your team to be building tanky, unless your team has a very high amount of CC.

If there is no tank on your team, then your team may expect you to be the tank, but that's not going to work without CC. For example, this would be a terrible team:


This team would be able to achieve nothing in a 5 v 5 team fight, and by late game your Kalista, Fiora, Vel'Koz would be complaining and saying "why don't you tank for us". But Shyvana is not a tank because she lacks the CC or damage reduction abilities which true tanks have. Shyvana is a heavy bruiser, similar to Garen: she deals out a large amount of damage and is difficult to stop 1 v 1, but she will still be melted if she is focused.

In contrast, this would be an excellent team:


So there's a very large amount of CC, and also all the lanes are safe laners. It's likely the enemy jungler will camp mid in an attempt to shut down your Ekko, so you can give plenty of help mid as well. There's a good mixture of AD and AP. Shyvana is not the only tanky champion, there's a very solid front line for your Jinx. (Other hard CC supports like Sona, Blitzcrank, Braum will also work well here, for similar reasons. Malphite support is a very good ally for Shyvana.)

More on Team Composition


Shyvana pairs especially well with champions listed below. Look at your own game history and analyse them: chances are that your wins were when you had some of these on your team.
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Teamfights

Although she excels 1v1, Shyvana does not do so well in the tank role in 5v5 team fights. The only way she can do serious damage is to be in the center of the fight and if she's in the center of the fight she will be focused, and will probably die. She's not the best tank - there are at least 10 better tank champions in the game - and she has no hard CC and no escapes except for her ulti: but probably she used her ulti already if she's team fighting.

But ... Shyvana does AoE damage, so surely she should be really good in team fights, right? It's true that her AoE abilities can do useful damage to closely grouped opponents. But she is a melee champion and (apart from her E) her abilities only do damage to nearby opponents - it's like she does damage with her own body and its flames. This means she must always risk herself to do damage. In a straight up fight with three opponents or more, her AoE damage will not be enough to kill the opponents before they can kill her. It's the same however you build Shyvana: a tanky build can be a "damage soak" for your team but you won't be able to get many kills and can still be melted in a 5v5; and even with a higher damage build (as recommended here) Shyvana likely still will not be able to secure a kill before dying herself.

So tank-style team fighting, where you walk up to the enemies' faces or dive in as your team's initiator, is not a good idea. Even with a tanky build, Shyvana should not be played like a full tank champion: that is not her role.


If you play smarter, Shyvana can do well in 5v5 fights.
  • With allies who go all-in with her, at the exact same time, together you will do a lot of damage and should kill multiple opponents. Someone might die, but the enemy team can't focus all of you. (This works best when you play with people you know, it's hard to get the timing correct in solo queue.)
  • Shyvana can peel effectively for her carries, by simply killing any melee champion who attempts to dive them - late game Shyvana is a very effective counter to Zed, Master Yi, Riven and other squishy melee hyper carries (also to Katarina).
  • In a similar way Shyvana is good at flanking: that means using her mobility to approach the enemy team from the side or the rear, she can take one enemy out of the fight and maybe turn the fight around, she can also catch out an opponent who is retreating from the fight at low health.
  • With allies who can hold a team-fight without you then Shyvana can wait on the side until she is late into the fight - maybe even the last person to commit to the fight. Then at a good moment she can ulti in and do a burst of AoE damage, and clean up multiple enemies, at a time when the enemy team's abilities are mostly on cooldown so there's not much they can do back to her. This style of team-fighting works well for Shyvana, for the same reasons that she is strong in counter-ganks. It's kind of a selfish way to play, but it's very effective both in solo queue and in teams.

Here is Cloud 9's Hai doing this in a LCS Summer 2015 match. See also this game-changing Baron fight in another LCS 2015 game. Finally, this video of Hai as Shyvana in a non-competitive game has him, again, using his ulti to go late into a team fight 1v4 - and he does the same thing again later in the same game.

Tactics like this mean that Shyvana can sometimes carry games hard with a high number of kills, but it depends on your team. It's not always going to work out like this, and sometimes you will have to avoid all fights and earn your kills by operating alone.

It's best to fight an enemy at the side of a team fight, positioned so that Shyvana is on the outside of the enemy, facing towards the fight. That way, Shyvana's area of effect damage from E and Q (in dragon form) and from Titanic Hydra will be able to damage multiple enemies behind the main target. It also makes it easier for Shyvana to activate W and retreat from the fight if you don't like the way things are going.

Every team fight has a rhythm, often it goes like this:
  • Someone dives or applies CC to initiate
  • Full engage from both teams and all initiating abilities used, a lot of CC is flying around
  • Back line (e.g. AP champions) moves forward to apply damage
  • Anyone left alive falls back to a skirmishing position (or disengages at low health)
  • Losers retreat, winners chase

Shyvana wants to join the fight at step 3. Not step 1. You can think of Shyvana joining at step 3 as a counter-initiation, or a peel, it's both of those things at the same time.

Team Fighting in more detail


Other approaches to teamfighting
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Riven Strategy

Shyvana's power is based on speed: so she clears camps fast, she moves fast, she takes Baron and Dragon fast, she kills fast, and she takes down towers fast. She earns gold fast in the early and mid-game. The recommended builds here are designed to allow you to snowball off that.

Shyvana is quite an easy champion to learn in terms of her actual abilities. Her mechanics work very smoothly - her attacks are fast and none of her abilities has a long casting animation (W is instant). But to play her well calls for excellent strategic decision-making, map awareness and understanding of your own and enemy champions. Often you can play her remarkably aggressively, but sometimes you need to hang back and wait for your allies. Until you are experienced it can be hard to know which to do. So Shyvana has a high skill cap in terms of your game knowledge and understanding of team compositions - she benefits from good "shot-calling".

Shyvana's game will depend in part on the skill and quality of her lane allies and how well matched they are to their lane opponents. If your lanes need a lot of help, then Shyvana will have a weak game because time spent in a lane means a loss of gold and XP for Shyvana, even worse if she comes to help out in a counter-gank and dies. If your lanes are safe and steady, or winning lane without any help (thank you, all you Darius tops) then Shyvana can get on with with what she does best, taking efficient jungle routes so that she only ganks lanes when she is passing by.

Shyvana's best strategy early is to kill the enemy jungler 1v1. That takes the pressure off all your lanes without you needing to spend actual time in lane.
-

Riven in competitive matches

Back in Season 5, Shyvana was rarely seen in the LCS or other competitive play. Most competitive players took one of these 5 junglers: Gragas, Rek'Sai, Elise, Lee Sin or Nidalee. However, Cloud 9's returning captain Hai used Shyvana with a Devourer build in several LCS NA Summer 2015 matches.
  • first this where Hai surprised everyone by ... winning
  • on the final day of the main contest a notable win against Team Solo Mid which put Cloud9 into the tie-breakers: this was a great match, quietly led by Shyvana, which I highly recommend you watch
  • the crucial tie-breaker match against Team 8 giving Cloud 9 its spot in the NA Regional Qualifiers.
  • There Hai played Shyvana twice more (Day 1 Game 3 and Day 2 Game 2).

    As is now history, Cloud 9 won the Regional Qualifiers to gain a place in the LCS World Championship for the third consecutive year. The takeaway: when it really counts, Shyvana is the champion you want in your jungle. She's also the only jungle champion ever to achieve an 80% win rate in the LCS... in 2015 she was only played in those 5 games and Hai won 4 out of 5 of them. (This is not counting LCS games where she was played in top lane.)

Why semi tank and not full damage?

Shyvana is a versatile champion with many different ways to build her, from full tank, to full damage, or anything in between (there are also AP builds and hybrid builds involving some AP: these are normally troll builds). You can win with a full tank build if you have a team filled with carries, but it only works if you have a well-coordinated team. In solo queue I do not recommend it, and going full tank is wasting Shyvana's potential to semi-carry a game.
  • Shyvana has good defensive stats naturally.
  • Her kit allows for huge damage with 3 offence items (normally Bloodrazor, Titanic Hydra and BotRK).
  • She moves fast, so if she has high damage she can apply a lot of map pressure: this wins games.
  • Her main problem is that as a melee + AoE damage champion she needs to get close to enemies to do damage: but that puts her at risk even if she is full tank.

A high damage build gives Shyvana such strong damage that she becomes formidable 1 v 1 and 1 v 2. If Shyvana is carrying, it can become impossible for the enemy team to deal with her unless they can bait her into a 1 v 3 or worse.

To maximise the potential of the high damage builds you might need to play Shyvana a little differently if you followed another build before. High movement speed and chainable slows from item actives allow her to stick to targets. It's important to be hitting opponents with those basic attacks and Qs, so you have to go in hard.

Without items, Shyvana does around 50/50 physical and magic damage, because her W, E and R abilities all do magic damage. But her melee attacks (including Q) do mainly physical damage. And her melee attacks do much higher damage than her abilities, once you have items. If you follow the builds recommended here and your end-game statistics do not show at least 60% of your damage to champions as being physical damage, it's a sign that you are probably not hitting opponents with enough basic attacks and Qs, and so not yet getting best advantage from the build.

Notes for Allies

If you are Shyvana's ally here are some slightly tongue-in-cheek pointers to help you two play effectively together:
  • She does not need a leash at the first jungle camp, but if you give her one she'll be faster so can do useful stuff sooner
  • If she's not ganking your lane, it's probably because you have a high mobility opponent who can easily escape (e.g. Yasuo, Riven, Fizz): deal with it and ask an allied laner for help
  • She can solo Dragon, she does not need help unless she asks for it. If you come to 'help' at Dragon, you'll probably bring enemies with you - not good! If you do that, your job is to keep the enemies occupied while Shyvana finishes Dragon
  • If Shyvana goes all-in on the enemy, please have the smarts to go in at the same time with her: she's tanking the damage for you so you can take some easy kills
  • If you're Kayle please shield the Shyvana and not your other ally in a team fight. In the 2.5 seconds that your shield lasts, Shyvana will do way more damage to grouped enemies than any other champion can. But she needs to risk herself to do it: although she has a tough exterior, she's a dragon-girl and quite vulnerable!
  • If Shyvana is roaming solo, don't ping her to fall back: if enemies go for her, she can comfortably escape using her R, though maybe she wants the enemies to come for her so she can kill 2 of them.
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Abilities


Runic Blade [INFORMATION]

Broken Wings [INFORMATION]
Guide to Wallhopping

Ki Burst [INFORMATION]

Valor [INFORMATION]

Blade of the Exile [INFORMATION]

Wind Slash [INFORMATION]
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Skill Sequence

ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

Q
6

R
7

Q
8

W
9

Q
10

E
11

R
12

E
13

E
14

E
15

W
16

R
17

W
18

W

Updated for Season 8: If you have the Celerity rune as recommended, start W - when you use W you will also have bonus attack damage from that rune. You should always start W if you are invading, for better mobility. At level 2, your ability depends on your jungle route: for taking Gromp and Red Buff next, Q is best (so you start WQE), for taking Wolves and Blue Buff next, E is best (so you start WEQ).

If youdon't have the Celerity rune, then start Q or E at level 1 depending on whether your first camp is Red Buff (Q for physical damage), or Blue Buff (E for magical damage), and take W second - so you start QWE or EWQ.

Normally, max W first, then Q, then E. Obviously max R whenever you can. From mid game, Q is Shyvana's highest damage ability when combined with on-hit items like Bloodrazor, Titanic Hydra, BotRK or Wit's End. Unusually for a champion ability, levelling up Q increases Shyvana's AD scaling, so you want to start adding levels to Q from level 7 when you are starting to build AD.

Some Shyvana players like to max E earlier. There's not a lot of point in that, as the E damage in Dragon Form scales with champion level anyhow, even if you do not level up the ability. Currently my opinion is it is better to max Q second to reduce its cooldown, and also because Q is so weak on its lower levels. You can even take some points on Q before the fifth point on W: I often do this. When you have Bloodrazor or other on-hit items, Q becomes Shyvana's highest damage ability, and its cooldown is usually around 1-2 seconds lower than stated on the tooltip (because the cooldown is lowered with each basic attack). Therefore levelling up Q makes a big difference to how often you can actually use it.
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Lethality Riven?

Shyvana has AP scaling on her E and her R. And she is a manaless champion so she can spam E, limited only by cooldowns.

For this reason there's always been the concept of an AP Shyvana build. You can even find a few older guides and videos showcasing it. But just to be clear, until now it has basically been a troll build. Sure, a player can do well with an AP Shyvana build, but probably that's because the player was going to have a good game with Shyvana anyhow - maybe it's a smurf account? Broadly AP Shyvana works for the same reason that full tank Shyvana works - Shyvana has a respectable amount of damage naturally (especially against neutral objectives) even with no damage items. But it's trolling, because Shyvana can do more damage (and have better defences) with one of the recommended Shyvana builds - conversely if you want a strong AP-scaling champion with good objective control you should be building Cassiopeia or something.

Until now...

From Patch 8.9, Shyvana's AP scaling on E and R have been heavily buffed, so that both deal heavy damage when you can land them (with an AP build). If you want to try it out, apart from the AP you'll be wanting a high CDR build, with some attack speed and movement speed.

This also makes AP Shyvana a a very viable pick in an URF-mode game.

With an AP build, Shyvana's positioning is different. She is aiming to use her high mobility from W (which can be almost constantly available when she has 40% CDR) to stay out of range of enemy abilities, and apply poke damage with E. If she lands an E, she can follow up by using R-W-AA-Q to engage at close range and finish the target off.

For team fights: R to engage and convert into dragon form, when you land immediately activate W, fire off an E-Q and then use Zhonya's Hourglass. Your W and E will do passive damage while you are in stasis, and your abilities will be off cooldown not long after the statis ends. Follow up with basic attacks and another E-Q. If you are in the centre of the enemy team from using R, you should be able to land some very good Es.

Works well paired with a team mate with a very solid engage, Malphite probably the best. Shyvana likes to be the second person into a fight, not the first.

Good items to build are Nashor's Tooth (rush), Spellbinder for movement speed, Enchantment: Warrior as your jungle item for 10% CDR and so that your basic attacks, Q and W are not completely useless. Zhonya's Hourglass for armor, Liandry's Torment, Rylai's Crystal Scepter or Morellonomicon for health or Banshee's Veil if you need MR. Rabadon's Deathcap as 5th item or to replace the jungle item. If you already have Rabadon's, Lich Bane (which gives movement speed) can replace the jungle item. All the "AP + health" items are good in this build, you can also look at Hextech Protobelt-01 for its engage power.

If you play the standard builds but you want to try out AP Shyvana, you can try it in a long game. So after you reach full build and surplus gold, you can try switching to a full set of AP items and see how you like it.

You have to commit fully to an AP build. There's no point in half AD / half AP hybrid builds, because the play style of each build is totally different. With an AD + on-hit build, Shyvana must hard engage at melee range and kill opponents with her basic attacks and Q before they kill her, she is basically duelling all the time. With an AP build, Shyvana has to try not to engage, instead poke from range until the opponent is poked down enough (or allies are present to help) so that a full engage with R will then kill.

Quick tips for playing AP Shyvana:
  • Runes should be Resolve + Inspiration because you won't be buying any defensive items early (or Shyvana's standard runes will also work OK)
  • You want max CDR, 40% or 45% with Cosmic Insight
  • Level up E first
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The Combos

Standard combo: This is Shyvana's standard combo:

E - W - AA - Q

That first auto-attack before the Q is important, it means you can have two attacks in quick succession by making use of the auto-attack reset on Q.

That rapid AA-Q combo will proc on-hit effects a guaranteed 3 times. Therefore it's important to apply W and E to the target before starting the combo, so that you have all the on-hit effects.


Extended combo: In mid game, once you have Titanic Hydra, you can extend the combo to:

E - W - AA - Q - AA - - AA

This extended combo applies all on-hit effects 6 times. If you are skilled, this combo can be done in around 2 seconds, so it has become Shyvana's burst. Very few opponents can survive this: for example the bonus on-hit damage from the effects of E alone will be 15% of the opponent's max health.

From level 14, when Q is maxed, you are probably ready to start another AA - Q immediately after completing this extended combo: that next auto-attack will be enough to reset the cooldown on Q. The second time around the combo will not have the Titanic Hydra item active available because that's on a longer cooldown (20 seconds).


Burst combo: For late game burst damage, when you don't have too much time to attack a target (because the target is damaging you, or is trying to escape), you can vary things for higher burst like this:

R - W - AA - Q - - E

So the attack followed by Q followed by Titanic Hydra gives essentially four basic attacks in very quick succession - it can all be done in less than one second. This will chunk away a huge amount of the enemy's health (especially if you also have BotRK and Bloodrazor) due to % health damage, and most enemies will be retreating from you at this point. Then you use Dragon Form E as a nuke to kill them.

You can, obviously, add Chilling Smite / Challenging Smite and BotRK's active into the mix, also Ignite if you have it, to do even more damage to the target and to slow the target.



Self-baiting combo: A very good mechanic for Shyvana players - especially against high damage opponents and ADCs - is the self-bait. So you initiate on an enemy, get low on health, pretend to retreat, and then if they follow you, you attack a second time with a lethal burst of damage as soon as Q and other abilities are off cooldown. Like this:

R - AA - Q - W - retreat, wait 2 seconds - E - Q -

The Q following the E gives a very quick attack - it can animation-cancel the E animation if the enemy is close to you. Best if you retreat into a bush for the 2 seconds while waiting for your Q to come up, because you can't be targeted while you are in that bush and therefore you will not take damage. If there isn't a bush nearby then Vayne, Caitlyn and other ADCs can very easily kill you while you are walking away from them.

Note that we activate Titanic Hydra after using Q - if you have BotRK, this gives more damage than using Titanic Hydra first. That's because Q applies on-hit damage twice, and with BotRK, the % current health damage is a big part of your on-hit damage. Titanic Hydra's active does such a heavy amount of damage (400-500 damage by itself) that you want that to follow your Q: if Q is first, your on-hit damage to the target will be higher because its current health will be higher at that point. (This is like Elise combos which want to do % current health damage first.) For the same reasons, with BotRK you should save nukes like Chilling Smite, Ignite and BotRK's own active - maybe even nuke from the dragon form E - until after you have done your main combo. So you chunk the target's health down with basic attacks and Q, then nuke them at the end.
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Good Vs bad Riven players

A good Shyvana:
  • Uses Q and Titanic Hydra after auto-attacks for a quick double or triple attack
  • Uses E when already in melee range, to make sure targets are marked when you attack them
  • When a team fight already started, uses R to leap in and win the day
  • Otherwise saves R to use it as an escape, or to secure the kill if the enemy flashes away
  • In a duel, keeps on attacking when low on health - if you believe, you can achieve a kill and survive - it's because most opponents are on full cooldowns after their burst
  • Is mobile during fights, moving around targets to dodge skillshots, to be closer to next objective or escape routes, and to constantly apply AoE damage (Titanic Hydra / dragon-form Q) to targets behind your main target
  • Stays mobile while taking jungle camps, for example kiting the camp when W and E are both on cooldown
  • Makes use of R and walls and other natural obstacles to block the target from moving or escaping - Shyvana has a large hitbox in dragon form and can body-block other champions
  • Uses W to enhance mobility during fights
  • Makes use of brush when fighting or being chased - if not visible you are not targetable, you can also use brush to give time for abilities to go off cooldown so you can turn on your attacker
  • Respects turrets, does not tower dive early game, especially not to secure a 1-for-1 kill
  • Instead of chasing directly, anticipates opponents' escape routes and takes shortcuts through the jungle to catch them when retreating
  • Ganks winning lanes to get herself and her ally fed (and to get the enemy team all flaming each other and on tilt)
  • Takes efficient paths, covering objectives in sensible progression and earning gold all the time.



A bad Shyvana:
  • Activates Q before the first attack (but actually that's OK if you are chasing and might only get one attack)
  • Attempts to use E at long range, misses, or even if it hits she loses out on the on-hit benefits from E due to not being in range for melee attacks, and using E spoils her own mobility (E interrupts movement and basic attacks and also switches off all out-of-combat movement speed bonuses)
  • Uses R to initiate team fights, and dies - especially if her team does not follow
  • Judges the range of R badly, stopping short of targets who move away while she is in flight
  • Retreats when low on health, is chased by the opponent and dies
  • Stands still in fights and just hopes her area-of-effect abilities will do damage
  • Stands still while taking jungle camps, takes damage when abilities are on cooldown
  • Is easily evaded or kited by higher mobility champions
  • Uses W for a movement burst before fights, so it is too quickly on cooldown when the fight starts
  • Has tunnel vision, takes direct line routes when chasing or escaping
  • Attempts tower dives when ganking Ahri, and hands the enemy team a free kill
  • Chases opponents and gets baited into a 1 v 2 when an enemy comes to help
  • Ganks losing lanes trying to help an ally who is weak or has a bad match-up, and hands the strongest opponent a free double kill
  • Wastes a lot of time walking or staying in lanes to 'help', too focused on minor objectives or with no real objective at all.
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Splitpushing

The power of split-pushing

Sometimes you will want to join your team and fight because your presence will strengthen the team and secure some kills, and sometimes you have to team-fight, because you're contesting Dragon, Baron or a turret, or similar situations.

But - especially if you are carrying hard - it's often best for Shyvana not to be team-fighting most of the time, but instead to split-push hard and roam. This split-pushing pressure helps your team more than if you are team-fighting.

If you are pushing a tower or inhibitor, while the opponents are grouped in mid lane attacking your team or a turret, the opponents now basically have 3 choices.
  • First choice is to ignore you, in which case great, you just took an inhib.
  • Second choice is to send one person (probably their strongest) to stop you, in which case that person will die.
  • Third choice is to send 2 or (safer) 3 people to deal with you, in which case they just pulled out of the team-fight.

Shyvana is well suited to split-pushing definitely one of the top 3 champions in the game for this for multiple reasons:
  • she can wave-clear extremely quickly, so allowing allied minion waves to push up the map to help her
  • she can take down turrets and inhibitors very fast (especially with the higher damage builds)
  • she can tank a few turret shots if necessary (and can easily heal up in the jungle
    afterwards, thanks to lifesteal)
  • she can 1v1 any enemy who comes to try to stop her, probably even 1v2 if it is not the
    strongest members of the enemy team
  • she has the mobility to get to objectives quickly
  • if the whole enemy team comes for her, she can probably still escape using R and W.

If you are playing as Shyvana in the jungle, after the game has gone beyond 20 minutes you really need to think of all enemy turrets which are still standing as being your primary responsibility to take down. There's no need to be polite and leave them for your allies in lane!
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The Jungle

Jungle Routes

Efficient routes and play style can make a 1 or 2 minute difference to the time when you have first dragon and your early items. The early game is not a time for relaxing, it's a race to advance in levels and gold the fastest. These crucial minutes all add up to make a big difference to your power in the mid-game. One of Shyvana's advantages is she has a fast clear. You can have a level and gold advantage on the enemy jungler. It's a lot easier to get kills if you have 2 levels on him and 2 completed items to his one.

Efficient routes help you to maximise that advantage. When taking a camp, you should already be thinking about which camp you will take next, and the one after that too. If none of your camps is up next, then you need to be thinking about the enemy camps.

Shyvana can clear her own 6 camps fairly easily, so if you want to be strong, you need to always be looking for the contested objectives - Rift Scuttlers and enemy camps. Bonus situation: finding the enemy jungler in River trying to heal up off a Rift Scuttler or a plant (it can be worth hiding in a river brush just for this, and definitely ward the mid-river brush early). Also good: seeing the enemy jungler top, and stealing two of his bottom camps. Stealing camps is a strong strategy in Seasons 7 and 8, with all camps taking such a long time to re-spawn.

Updated for Season 8:

I recommend starting with Hunter's Machete and Refillable Potion, and stay on the map until you have at least 950 gold before backing - if you get an early kill or assist you can back even later. Refillable Potion gives you less sustain in your first clear compared with 3 Health Potions, but it should be easy enough for Shyvana to sustain herself with Smite, river plants, and Rift Scuttlers, and Refillable Potion obviously gives free refills on each back, and can eventually be sold for 60 gold.

The single camps are easy to kill and don't do much damage, especially with the Season 8 changes: Shyvana has higher starting armor and higher level 1 damage. Red Buff and Blue Buff can be taken fastest if you use the correct abilities - physical damage (Q) for Red Buff, magic damage (E and W, and E empowered basic attacks) for Blue Buff. But raptors is a dangerous camp at low level, it has so many monsters that it will take away at least half your health at level 1 or 2, I recommend you completely ignore this camp until you have two points on W and Hunter's Talisman. Krugs takes a long time to clear all the monsters but gives decent gold and XP: I recommend you leave this camp until you have at least level 3 - you can clear it quickly with E and W.

The fastest start is to clear the 4 quickest camps first, and make sure to take at least one Rift Scuttler, or both if possible, they give a lot of XP since Patch 8.10. The 4 quickest camps are Red Buff, Gromp, Blue Buff and Wolves. After the 4th camp you can either:

[*]go back for items and a potion refill - you must have at least 700 gold by now, enough for Hunter's Talisman and a Dagger. That Hunter's Talisman is good even on a manaless champion like Shyvana, it increases Shyvana's W damage to jungle camps and gives decent sustain - it's a strong help when taking Raptors and Krugs or an early Dragon.
[*]look to counter-jungle at level 3 if you think the enemy jungler will be low on health or mana by now, this depends on your knowledge of other jungle champions and their routes[/list]


Optimal route for Shyvana: Enemy Red Buff* (solo) - Rift Scuttler - Blue Buff* - Gromp - Wolves (where * shows the camp you will Smite). With this route, you start W because you invaded, it can give you an extra burst of movement speed if you need to get out of there. Shyvana can take Red Buff easily enough solo at level 1 with smite, kiting the camp to reduce damage taken, and this is exactly the correct timing for that first Rift Scuttler to spawn. We leave Wolves until level 3, when you should have W and E abilities as well, which help to take that camp more quickly and safely. This route gives you the fastest first clear, because Red Buff grants additional on-hit damage, and it's also a safe route assuming you do not get spotted at the enemy Red Buff, we start with Oracle Lens to make sure of that. You can heal up some with your health potion, nothing wrong with drinking a charge at level 1.


Alternative blue start: enemy Blue Buff - Rift Scuttler* - Red Buff. Even with no leash, Shyvana starting with the W ability can take the Blue Buff solo at level 1 without smite, before the enemy jungler has time to get there if he started at his Red Buff. This camp will be complete at about exactly the time the Rift Scuttler spawns. Smite the Rift Scuttler to heal and to take it quickly because if the enemy jungler comes for you, he will look for you in the river if he's smart. Take Q as your level 2 ability, it helps a lot with Red Buff which you will be taking next.


Both of these routes involve an aggressive start of stealing an enemy buff at level 1, normally that's going to be whichever buff is on the top side of the map because most junglers start bottom side for a leash from bot lane. Starting like this is always good, unless you are seen and they come for you. It puts the enemy behind, because either he has to accept the loss of his early buff - so you get 3 buffs and he gets 1 - or he has to retaliate by stealing your buff, which loses him time because he has to walk over to it and walk back. Since Patch 8.10, another reason for starting like this is the Rift Scuttlers: they spawn at your level 2, exactly at the time you can get to river if you start first camp with no leash. Depending on the enemy jungler's route, there's a chance you can take both Rift Scuttlers as well as 3 buffs, if you focus exclusively on those as your objectives at levels 2-3 - it slows you down slightly because there's a lot of walking, but Shyvana walks faster than others with her 350 base movement speed and W, and it will be putting the enemy jungler behind if he walks to an objective and cannot take it because it is already gone. Think of it like a mini-game you are playing against the enemy jungler. If the enemy jungler is mana-dependent or lacks sustain, taking both Rift Scuttlers is an important objective for you just to close him down early, because Rift Scuttlers give back a lot of health and mana. Once you have done this, Shyvana can quickly and easily take her own remaining jungle camps at levels 3-4 before backing with 1350 gold.

If you start aggressive like this, the key thing is not to be seen at all (don't go into the enemy jungle until after 01:20 and then use Oracle Lens at level 1 to check for wards and enemies hiding in brush). If you find the enemy jungler starting in the opposite place from where you guessed, just use W to get out of there. If you are able to solo the camp but you think might have been seen, the important thing is to watch the minimap carefully to make sure you know where enemy mid and top laners are - if you lose sight of them on the mini-map, it's a safe assumption they are coming for you.

While you do this, the task of your allies in mid lane and top lane is to keep watch on their lane opponent, if the lane opponent leaves lane then they need to follow. The task of your bot lane is to get visibility on the enemy bot lane and jungler to make sure the enemy jungler started on the bottom side of the map, and pretend to be guarding river entrances as if you started bottom side.

Generally allies in lane will see your level 1 counter-jungling as risky, but it is not risky if you take the precautions above. It's best if your allies stay in lane unless they lose sight of their lane opponents, and this also helps your allies reach level 2 first. The worst that your allies in lane can do is to be seen before 01:25 in the region of the enemy buff or heading that way in a way which makes the enemy team ward it more carefully. So your allies need to stay where they would normally stay, not come to "help".

Alternative Cheesy Level 1 Buff Stealing Methods


Do not be afraid to invade solo after you have level 4. Shyvana is a strong and safe early jungler thanks to her fast clears, natural armor, and lack of mana dependance. She can normally be a level ahead of the enemy jungler meaning you can win an early duel, and you can set back the enemy jungler a good amount, by stealing their camps (because camps take a long time to respawn). The jungle plants can also help you to invade safely, for example giving vision or knockback. But take care against the strongest jungle opponents: it's hard to win a fight against Lee Sin or Vi early, and if they land their skillshots they can probably kill you.


Tips and tricks:
  • Start with Hunter's Machete, always.
  • You have to know Shyvana's clearing mechanics. Inefficient clears mean you will lose health unnecessarily, and have to go back sooner - which wastes time.
  • Use E when you are close to camps, so that you have its on-hit benefit for longer.
  • For extra speed you can activate some camps - for example Wolves - as you approach them, this draws them out a little.
  • Finish up each camp on the side that you need to be headed next, so you have a head start on you movement to the next camp.
  • For higher speed, you do not need to wait for abilities to be off cooldown before starting camps. If your abilities are on cooldown, start the camp with basic attacks, you will still be able to use your abilities on the camp later with exactly the same damage as if you had used the abilities to start that camp.
  • If you took runes different from the recommended Precision based rune sets, you will have lower attack speed so you will take camps slower and receive more damage, in this case you will need to test jungle routes for yourself in a custom game.
  • Try not to use the plant which gives vision (Scryer's Bloom is its name...) If you use it, that will show the enemy team your location, because the plant's vision thing gets shown to both teams on the minimap.

    Minutes 9 to 15 in the game

    After first dragon, you want a farming route that gives you the most efficiency, meaning least movement between camps and least time wasted. Wolves - Gromp - Blue (if it's up) - Rift Scuttler - enemy Raptor camp - gank mid is a good route. Take Rift Scuttlers whenever you see them up, and don't be afraid to steal the enemy's jungle: you actually want to encounter the enemy jungler there so you can get a kill (but check the enemy laners didn't come to help). Gank when there is a high chance of a kill or assist.

    Don't forget to kill the Rift Herald: it should result in your team getting at least one turret for free. Maybe 2 turrets, since she (the Rift Herald is a she) was buffed in Patch 8.9. You can kill the Rift Herald easily from level 8 onwards, though it's quite slow to take alone (and therefore risky if it's warded): faster with an ally.

    Ganking

    Shyvana is known as a "bad" ganker before level 6. I don't think she's bad at all, but you need the set-up to be right: she cannot simply gank a random lane on demand. Early ganks not only help your team, they also help Shyvana in her own goals completing items. For levelling up fast, you also need to always be thinking about XP: the early jungle camps give XP faster than ganking.

    I quite often take Ignite as my summoners spell, as it helps you win a duel against the enemy jungler if you decide to invade, and it also helps you to be useful in pre-level 6 ganks. With Ignite, look out for two specific early gank opportunities if they come up:

    Opportunity 1: Mid lane gank at level 1 (before the minion wave arrives). At game start, take W and run as fast as you can to a mid-river brush, then wait near the entrance to the enemy's jungle - you will maybe do this anyhow if planning to steal an enemy buff camp at level 1. If the enemy mid is dumb enough to move forward from his turret (or maybe your mid laner can bait him) then you can get between the enemy mid and his turret, ping your mid laner, W, basic attack twice and Ignite, you can get a kill. Even if it goes badly you will force the mid laner to use Flash and maybe go back on low health, putting your mid laner on level 2 by the time he returns to lane. This is fairly safe because the enemy jungler will be at Blue Buff or Red Buff, not too focused on his mid lane, and that mid laner should be dead before the enemy jungler can come. You generally take 0 damage from this, the only cost is it reveals your position to the enemy jungler.

    Opportunity 2: Top lane gank at level 2 (enemy top lane still on level 1). This is quite easy if you followed an aggressive jungle route. Go to steal an enemy buff on the top side of the map at level 1, you can usually do this unseen and unopposed if the enemy jungler started on the bottom side (even if it's warded, the enemy can't actually stop you from doing this without losing out on level 1 lane minions). Take W as your first or second ability. Smite the camp and drink a potion. You can now gank top lane on full health with level 2 and (maybe) totally unexpected at this time.

    At levels 3-5, Shyvana's ganks are "bad" because the enemy can often just run away to tower:
    • in Season 8, Riot nerfed the jungle so that junglers reach levels 3, 4 and 5 after the top and mid laners, you can find the enemy top laner is on level 6 while you are still level 4
    • Shyvana has no early CC (except maybe Chilling Smite, but it's not usually worth rushing this)
    • she has no gap-closer before level 6
    • she has no real ranged abilities
    • her main damage comes from melee attacks and it's hard for her to do any melee attacks against an enemy who is running away (maybe possible if you took Glacial Augment)
    • she's not all that tanky at low level and cannot safely tower dive
    • she has no natural sustain so can be out-duelled at low levels if the enemies stay to fight (especially in bottom lane).

      But, Shyvana can do huge damage with her W if the enemy for some reason can't get away from it, for example if you run along next to an over-extended enemy while he retreats to his turret (you should basic attack while running ahead of him: W and basic attacks together can do a lot of damage if you stay with the enemy). If your ally has some crowd control (make sure your ally has mana before ganking) this makes everything easier. An ideal gank involves using Chilling Smite or R to close the gap (ideally pushing the enemy back towards your ally with your R knockback), activate W when you are on top of the enemy, move with the enemy while doing a basic attack-Q quick combo and then keep on basic attacking while running with him. If the enemy is threatening to kill you or your ally, Exhaust should reduce his damage and make him dead quicker.

      You should be looking to gank lanes even before level 6 in these situations:
    • if your ally is winning the lane: even though your ally is winning, a gank can make the difference between the enemy backing on low health and the enemy dying (even if you only chunk away 25% of the enemy's health in your gank, probably your ally can kill the enemy next trade, and you might also force a Flash)
    • if the enemy is over-extended so you have enough room between where they are now and their turret to run with them back to turret, applying a lot of W and basic attacks
    • if you are able to come from behind, for example from the tri-brush, without being spotted on the way in
    • if your ally has hard CC: make sure to ping plenty and check that your ally has mana
    • if the enemy jungler is there, your laner might be able to bait the enemies into a situation where they make a mistake, for example attack your guy under his turret, and with your extra damage your team can get 1 or 2 kills (counter-ganking)
    • if the enemy laner already killed your laner, but stayed in lane with low health to give you a free kill (best if you get there quickly enough to give your ally an assist)

      There's a lot of ifs and buts here and only a large amount of in-game experience can really tell you which are the good situations where a gank will work out and where it will not.

      Apart from the good situations, it's best for Shyvana not to be ganking before level 6 because it's wasting time and it's bad for team morale (you come, you attempt a gank, you don't kill, and you leave again: it looks bad). Your laners will ask for help, just tell them you will come soon or you will come after. Don't gank when your laners say they need it, gank when you judge it's good based on knowing your own champion. (One exception: against 'setup' dependent laners, specifically, Heimerdinger but also Illaoi, Zyra and Gangplank, if you are passing near to the lane you can come in, kill all their turrets / tentacles / plants / powder kegs without taking too much damage, and leave again. That helps your laner, it seems like a small thing but it actually changes the balance of power in the lane. For example I might do this just before going back to buy items.)

      It might help to think of the enemy laners - especially slow-moving ones - as like another category of jungle monster you can 'farm'. You wouldn't farm a strong jungle camp or the Dragon when you are low on health and you have no smite, just because you see that it's up. Instead you will come to 'farm' it at a time when you have enough health, your smite is available, and you know that you can kill it (maybe with some help from your ally in lane). A pro jungler will also time ganks with a time when it's good for your ally in lane, looking at the position of the creep waves.

      Although it's not great for team morale if your team see the enemy jungler pulling off two or three early game ganks while you are not ganking, actually it's worse for team morale if you go to attempt a gank and fail: the enemy team stops seeing you as such a threat, and your own team also. You can be sure all 3 of your lanes will know about it if you attempted a gank and failed.

      Ganking makes you especially strong if you can get kills or assists early before you have your first completed item, as the early gold will help to complete the item sooner, meaning you have a power spike sooner. But don't worry too much if you have a game where the ganks don't produce kills: Shyvana also grows strong from farming (see this Cloud 9 vs Team Solo Mid game from LCS 2015 where the Shyvana is 0/1/0 at 27 minutes but has a huge gold advantage and has been a strong presence all game).

      Mid season 8 patches (8.11 through to 8.15) have made major changes to the rhythm of the game in bot lane. ADCs now receive more advantages from levelling up so that an ADC who gets 1 or 2 levels ahead is more rewarded, and an ADC who gets behind has a tough time all game. ADCs and supports are (usually) both weak early compared with Shyvana and won't want to take risks, although it does depend a bit on the champions. Around levels 3-4, the ADC and support will often both be getting very low on health and mana in lane but not yet going back because the ADC wants 1300 gold on first back. This means it is worth ganking bot lane early if the setup is right. The success of your gank is going to depend mainly on whether your support lands hard CC: so good supports at this stage in the game are Leona, Nautilus, Blitzcrank, Alistar, Thresh, Pyke, Veigar. If your allies do not have an advantage (hard CC, or more health and mana than opponents) then bot lane can be Shyvana's hardest lane to gank early, she can easily die if the enemy lands CC and then both enemy laners focus her. Before ganking bot lane you need to think very carefully about the position of the enemy jungler and mid-laner: if your gank fails and then the enemy jungler or mid counter-ganks you might hand the enemy team two or even three kills.

      If your gank does not immediately succeed, do not linger in lane because that is certain to draw the enemy jungler there. Shyvana needs to always keep moving and spread her pressure and the threat of her presence over the whole map, as well as keeping her own farm and XP constantly high.

      Ganking checklist

      So you are going to gank? Great, here are some things you want to ensure:
      • You have Ignite or Exhaust up (if you have one of these summoners)
      • You have Chilling Smite up
      • Your ulti is up (post lvl 6)
      • You have red buff
      • You have a reasonable amount of health, at least 75%
      • Your laner has some health and plenty of mana (if mana dependent)
      • You know where the enemy jungler is
      • You know where all the enemy laners are
      • You use a Sweeping Lens or Control Ward to know whether or not you were spotted on the way in
      • You know whether the enemy has Flash up or not.

      If all these things are good, you have a much higher chance of pulling off an effective gank. You want the odds to be in your favour, and it's within your control to make it so. Don't gank randomly. Gank strategically and with some preparation. And always, always ping to show your ally what you will do: do not assume your ally is watching the mini-map, he's probably not, so it's best to ping multiple times into his lane to show the path you plan to take.

      You are ganking to get kills and assists for yourself and your team: not to help out an ally who is having a hard time in lane. Making the enemy use his Flash is a good outcome from an early gank. Making the enemy low health or low mana is also an OK outcome, maybe your laner will be able to get a kill later or the enemy will be forced to B. Either way, even if you don't get the assist, your team is still ahead.


      A good strategy can be to figure out which of the lanes Shyvana can gank most easily (maybe due to the lane opponent having low mobility and no escapes: for example tanky / bruiser top laners) and gank only that lane. So you gank the same lane over and over, 3 or 4 times in the early game. This should be an easy way to secure some kills, and your lane ally will become so fed that he can then go and help the other lanes which you did not gank - for example top lane can Teleport to help. See some of the videos at the end of this guide for examples.

      Helping your team without ganking

      So what should you be doing instead of (or as well as) ganking? Six things, as Shyvana:

      1. Take Dragon - you can solo Dragon at level 5, maybe even earlier if you know what you are doing. Your aim is take the first dragon uncontested and without being spotted, and 2 dragons for your team by 16 minutes into the game. See Dragon on Dragon section for more on this.

      2. Farm - yes you might be accused of AFK farming, but if you can get level 11 first and two early dragons then you will bring a lot of power to the mid-game. Stealing jungle camps is an important strategy. Steal enemy jungle camps as much as possible, it helps your own farm, sets back your opponent hugely in levels as well as gold, and it's a good place for you to be anyhow for warding (3 below) and for attempting to kill the enemy jungler (4 below).

      3. Ward - ward the enemy jungle, your whole team needs to know where the enemy jungler is (also to see any enemies roaming or lane swapping). Take every Rift Scuttler, it's a free ward in a very useful place.

      4. Kill the enemy jungler - hunt him down in his own jungle or the river and kill him there. This will make your laners very happy, it's a kill for your team and removes the threat of them being ganked. It's also great for morale, it makes them think "our jungler better than their jungler". It can be an easy kill, because there is no turret nearby for your opponent to retreat under, and most junglers are not at full health (especially in river, that's often where junglers come when they are low on health, looking to heal up from the Rift Scuttler or from plants). There are just a few opponent junglers who you can't kill early if both go all in, usually that's Warwick, Vi, Xin Zhao and Udyr but obviously it depends on the situation, who is fed, etc. Of course use and abuse your summoners spells to help to secure the kill.

      5. Counter-gank - if a gank is taking place and you are near enough to get there in time, you may be able to turn the fight around and win a 2v2 or 3v3 - but take into account your own health level and your ally champion's abilities and health and mana in your decision-making, you don't want to hand the enemy a free double kill. Counter-ganking with Shyvana is strong because she can do a lot of damage to two opponents - even before level 6 - and if your opponents already blew all their abilities and gap-closers on attacking your ally, then it will be hard for them to escape you.

      6. Take down turrets - although you are not in a lane, you are in fact the fastest turret pusher on your team. Whenever an enemy is missing from lane, you should take the opportunity to help push down that turret, it opens up the map for you as well as punishing the enemy for leaving lane. Especially you should help your mid lane in this way because most mid laners are weak against turrets: if that Outer Turret is still standing, it's down to you, not your mid laner!

      Counter-jungling

      Counter-jungling means three things:

      Hunting out and killing the enemy jungler
      Stealing the enemy's jungle camps
      Counter-ganking

      More generally it can just mean jungling better, so having more gold, more levels, and taking all the Dragons, Rift Heralds and Barons first.

      Killing the enemy jungler:

      The best place to kill the enemy jungler is in the jungle, because it's probably a 1 v 1 fight which you can win, and there are no nearby towers for him to escape to. You can win the 1 v 1 fight because you have Exhaust to reduce his damage, or Ignite: against other melee junglers I also recommend Skirmisher's Sabre as your jungle item for the Challenging Smite which gives you a large advantage in a 1 v 1 duel.

      Do not have tunnel vision on this jungle fight, you also need to watch the mini-map, because if any enemy laners are near enough, they will probably come to help your opponent: if one comes to help then together they can probably kill you, unless you have R or Flash to escape.

      If you can kill the enemy jungler 1 v 1 that is a large benefit for your team, not only in terms of gold but also in terms of the psychological advantage, it can put the whole enemy team on tilt. It makes your team safer against ganks: your laners cannot be ganked while the enemy jungler is dead or in base and they probably won't be ganked while the enemy jungler is behind in levels and AFK farming to catch up.

      See this video and this video for examples of games where the Shyvana kills the enemy jungler early and so, as a result, is able to carry all game. In both videos, getting early vision on the enemy jungler is what leads to the kill, because the Shyvana player then knows exactly where to go to find him next: it's simple if you see which side of the jungle he is coming from, because you know he just did those camps and he will next want to go into the other side of his jungle where the camps are still up. Even having vision of the enemy's small jungle camps can be enough, because if you see that a small camp is down, you know that the enemy jungler was there recently: if you know where he is not, that can help you to figure out where he is. The commentary in this video explains this quite well.

      Stealing enemy jungle camps:

      After clearing your own jungle, look for opportunities to steal enemy jungle camps. In Season 8, jungle camps take a long time to re-spawn, so if you steal enemy jungle camps this is definitely going to slow down your opponent's levelling and gold income (but watch for him retaliating by invading your jungle). Also generally Shyvana can complete all the camps on her side of the map and still be hungry for more jungle to farm. Exception: I generally will not steal the enemy Krugs camp, because that takes a long time and it's so close to lane that you are taking a big risk staying there: and it's in a bad spot, you can be trapped between the enemy jungler, the enemy laner and two towers, and there isn't even a jungle plant to help you jump away.

      Here is an old Scarra game in Patch 6.23 where he follows a strong counter-jungling route, continually invading the Elise's jungle so that he is quickly 2 levels and then 3 levels above her. This helps his whole team, basically Elise is unable to gank because she is behind, and so all the lanes gradually pull ahead. But he makes a mistake going to the enemy Krugs camp and dies there, for reasons why this is a bad idea see above!

      [VIDEO, GUIDE, WHAT THE JUNGLER'S JOB IS]

      Invading to steal jungle camps is a very strong strategy when you are at level 5 and only need one more camp to hit level 6. You invade, and even if the enemy jungler comes, you will be level 6 to his level 5 in any fight which ensues...

      After level 6, you can take enemy jungle camps whenever you want to, and you can and should do that - Shyvana can think of all the jungle camps on the map as being 'hers'. But importantly, if you do not have vision of all the enemy laners, then ward the approaches to the enemy jungle to keep yourself safe - if the enemy know you are in their jungle, they could easily send 3 people to hunt you down.

      There are many advantages from stealing enemy jungle camps:

      Whenever the enemy jungler is killed or backs, he will naturally want to go from his base into his own jungle. So you can deny him a large amount of gold and XP if those camps of his are permanently taken - you can almost completely shut him down in this way after the first mid lane turret is down so that crossing between the two enemy jungle sides becomes easy for you. Think about those games where your team has lost all 3 lanes and been pushed back to base, and you as the jungler have a hard time because then you can't get any gold - if you make it into your jungle at all you find most of the camps have been taken, sometimes even your allies take the jungle camps because they are desperate for gold as well. It sucks, and it leads to you losing even more quickly. Think about those games, and the effect it has on you as a jungler, and now try to give the enemy jungler this experience in every game...
      Stealing jungle camps denies the enemy jungler both gold and XP. Especially you want to do this if you are ahead, for example if you are on level 6 and the enemy jungler is not yet, because he desperately needs that XP to reach his level 6 and catch up with you.
      If the enemy team know you might be in there, it makes them play more cautiously, for example they will not pressure your lanes so hard, and they will use up more of their wards warding their own jungle, instead of warding river or warding your side of the map as they should be.
      Being in the enemy jungle gives you a good chance of finding the enemy jungler for a 1 v 1 fight, which you want to have if you are ahead of him.
      Being in the enemy jungle puts you in a good position for ganking lanes, because you can approach the lane from the enemy turret side, cutting off the escape and using R to push the enemy toward your own team.
      Even if most of the enemy jungle camps are taken, you can put some deep wards into the enemy jungle which gives useful vision.
      Shyvana takes camps so fast, when she has items, that she maybe needs to steal some enemy camps just to have an efficient route: there will be times when all of her own camps are down - especially in Season 7 when camps spawn more slowly than before.

      Counter-ganking:

      Shyvana has fast enough movement speed, combined with her W, that if she is anywhere nearby she can often get to a lane in time to counter a gank. Put simply, when counter-ganking you are trying to do two things. First, you can save your ally from dying - for example if your ally is good enough to put both enemies on half health, and then you show up in lane on full health, the enemies will usually retreat and your ally can escape to the tower. Second, it can turn the situation around and give your team the kill.

      At levels 1-6, an effective counter-gank can happen if the enemy switch their focus onto you and your ally has the skill (and mana and cooldowns) immediately to go aggressive even though he has only 50hp remaining. Shyvana can tank a bit of damage even at low levels, most enemies do not have much damage at low level after they have blown their cooldowns (there are some exceptions like Renekton and Warwick who are dangerous at all levels). But it can be risky. In solo queue, you should generally not go into situations where your survival depends on a team-mate taking certain action or following up. If the situation looks risky - two strong enemies, or your ally is on low mana or just not a good player - then you should not counter-gank even if you are nearby, your counter-gank at low level can easily give the enemy team a double kill.

      From level 9 onwards, once Shyvana has two damage items, it's better for her simply to look to kill both enemies herself - they can be easy kills, if the enemies' escape abilities are on cooldown.

      Objectives:

      Dragon

      As Shyvana I make it a point of pride to take every Dragon. Shyvana doesn't like people killing dragons - obviously - but if anyone is going to do it, she wants it to be her. Since the Season 7 Shyvana rework, there's an important reason to take all the Dragons, each one gives Shyvana +5 armor and MR from her passive (so each Dragon is worth around 300 gold to her from these free stats: +5 armor = 150 gold).

      It's very nice if you have a chance to take a Dragon at level 4, but that's not going to be possible in all games. It depends on spotting the enemy jungler, so keep a good eye on your minimap and allies' early pings, you want to figure out at least which side of the map he is on. If he is not near bottom side, you can go directly to Dragon after your first back, at level 3 or level 4 (take 1 camp on your way to Dragon if you need to level up to level 4). Swap your trinket for Oracle Lens on first back, that's very important to see whether the Dragon pit is warded, although most enemy junglers will not ward the pit this early.

      In this way, usually Shyvana can get to the first Dragon earlier than the enemy jungler: the only exceptions are Elise and Warwick, you can find that these two sometimes take a Dragon even earlier than Shyvana, so make sure to ward the dragon pit from around 6 minutes against these if you are not taking the dragon yourself (Vi in the jungle, and Heimerdinger and Kalista laners can also take drakes very fast).

      [IMAGE]

      Why solo dragon?


      Tips and tricks:
      • If taking an early Dragon it's generally best if your team-mates do not help, unless they are already in river. If bot or mid come to help, the enemy will see them leave lane and so will know you are attempting drake. If the enemy come, you are at great risk of being killed because you are on low health, and however good you are with Smite it's basically a 50/50 chance for which team gets the Dragon if both junglers are present. If your team-mates do not leave lane and the opponents are not experienced playing against Shyvana then you can often take an early drake without being detected.
      • The safest time to take Dragon is just after your mid lane killed an opponent, when bot laners on both sides are all in lane. The enemy jungler is very unlikely to come to Dragon then - most enemy junglers are not capable of soloing Dragon before level 7, and they will not want to pull their bot laners away from lane when your mid laner is free to roam making any river fight 4 v 3. Depending on where he is at the time, the enemy jungler will either try to counter-attack your mid who is low health, or he will stay farming his own jungle, or he will try to get a revenge gank on top lane. The best that can happen is you find the enemy jungler in the river taking the Scuttle Crab (to protect his bot lane in case your mid roams) in which case you get to have a full health fight with the enemy jungler, with your mid nearby and free to leave lane to help.
      • If you get vision of the enemy jungler in top lane, that's a very good time to take drake.
      • Generally it is best not to go to gank bot lane prior to taking first Dragon, even though you are close to them and you can see they would benefit from the help. (I disagree with the commentary in this Master level video - he says in the commentary he should have gone to help bot lane, but actually what he does, taking the Dragon solo, is the better play.) If you go to gank, you are likely to lose most of your health when doing it, so then you will have to back: this means you lose time, you lose the opportunity to take Dragon uncontested, you probably used your ultimate which is your safe escape, and you gave the enemy jungler valuable information (now he knows you have level 6 and items, and he knows you are interested in Dragon). Exceptionally, if you check the lane and you see that you can get an easy kill in bottom lane if you gank, and if your mid lane is also free to roam, then do the gank - probably then the surviving enemy bot laner will have to back, you will be on 50% health, but you and your bot lane together can take the Dragon quickly.
      • For second Dragon it's good to have help, because the enemy team will likely contest it (their jungler will be watching the timer, because he's angry he didn't get the first Dragon).
      • If sneaking an early Dragon use a Control Ward to check Dragon pit is not warded. You can also tell whether you have been seen by watching the mini-map: if you start Dragon and there is no reaction at all from the enemy mid lane and bot lane - so they all stay in their lanes - then it's a safe bet you have not been seen.
      • If on the mini-map you see enemies deliberately start to move towards you, get out of there, fast, you have definitely been seen and the enemies will reach you before your allies come (because the enemy started moving first, and your allies will only move after): if you stay you will likely die in a 3v1 or 4v1 and give the enemy team a free early Dragon.
      • If you are in the dragon pit and you see an enemy Stealth ward being placed, get out of there immediately, or (if allies are nearby) at least pull the drake well out into the river - a stealth ward means the enemy jungler is just on the other side of the wall, waiting until you and the Dragon are both nice and low, then he will come into the pit and kill you and take the drake.
      • Do not start first Dragon if you do not have sight of all enemy laners.
      • If you lose sight of enemy bot lane and jungler, ping your allies to collapse on Dragon together with you, do not go to contest it alone if you think the enemy jungler is there. Although it's super annoying to lose a Dragon, it's even worse to suicide againt the enemy team and then lose the Dragon anyhow, so sometimes you just have to give a Dragon up.
      • Always go away and come back later if the enemy team has an active Rift Scuttler ward there.
      • On blue side you do not need to take the Rift Scuttler before taking first Dragon, because you do not need this as an escape route: if you are level 6 you can escape out of the pit over the wall. Not taking Rift Scuttler reduces the chance that you will be detected, because an enemy jungler coming through the river will generally take Rift Scuttler first if he sees it's not taken, before checking / warding the Dragon pit. While he's taking the Rift Scuttler he actually can't see into the Dragon pit, if you stand between the Dragon and the wall. This can be hilarious if he's there in the river close to you and still doesn't see you taking drake, until it's too late to stop you... This video included in my general jungle guide has a nice example of this at 04:27 in the video, the Tryndamere walks past without seeing Shyvana.
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Riven Tips

1. __ Key tip: Most of Shyvana's damage comes from basic attacks enhanced by Q and on-hit effects. Her main damage is not from her W, and definitely not from her E. You must therefore position yourself to use basic attacks on your target. Trinity Force and Phantom Dancer can help with this: these items help you to be in, and stay in, a good melee position in fights and when chasing down opponents.

2. __ With a high damage build, Shyvana does so much damage that it will surprise your opponents. With BotRK she also heals from lifesteal as long as she can hit her basic attacks. If caught in a bad situation, instead of retreating, attack hard. You can kill a squishy opponent in 3 hits. Pretending to retreat into brush, then turning and attacking hard once your Q is off cooldown, can be a great tactic - see Self-baiting combo.

3. __ Use attack move as well as regular right-click move in fights, similar to the way that a kiting enemy will use stutter-step (orb-walking): you want to be always moving around your enemy in fights, to be in the best position and to make it harder for the enemy to land skill shots on you. Practice doing this on large monsters when you are taking jungle camps, it will also slightly reduce the damage you take while jungling (because if you move, the jungle monster has to move before attacking you and sometimes it also gets itself minion blocked).

4. __ Watch the mini-map for free XP, for example an enemy minion wave reaching an allied turret which is undefended. Even if you can't get there in time to kill the minions for gold, if you can even get close youo can pick up the XP from minion deaths. And you can pick up some free XP from minions in lane if you stand fully inside the Raptors camp while taking it. Later in the game, look for enemy minion super-waves (2 or 3 minion waves which have clumped together), Shyvana has so much AoE damage that she can kill those very quickly, for free gold and a lot of XP. Also look to kill enemy wards - killing wards now grants you XP (so a jungler can level up faster with a Sweeping Lens than with a Warding Totem). Do everything you can to get XP, Shyvana loves XP.

5. __ Map awareness: As well as always keeping one eye on the mini-map, you need to be watching your lanes while you are taking jungle camps and en route between camps. While taking a camp you do not need to watch Shyvana on screen to activate your Q and W abilities: you can still activate those abilities just by button pressing when you see they are off cooldown. Attack Move can also help you take camps automatically without needing to watch. The F1 F2 F3 F4 F5 camera control buttons are a handy way to watch lanes: figure out each game which button is which of your laners, then hit F1 to bring the camera back to yourself. You do not need to toggle camera lock (Y) if you use F1 instead.

6. __ Do not tower dive before level 6. Unless you took Flash, you have no way to escape from under a tower quickly enough to avoid taking 3 turret shots, which will kill you. Even if you secure a kill, it's not worth dying for that due to the loss of gold and XP during the time it takes to respawn and walk out onto the map again. (Exception: if you have minions or an ally taking the turret shots on your way in, then you can run in, Q the enemy, and then activate W to run out by the shortest route, and you might only take 1 turret shot.) After level 6, tower diving becomes viable for Shyvana, especially in dragon form and once you start to build armor items.

7. __You can solo Baron (or Elder Dragon) with the suggested long game build - any Earth Dragon buff also helps. This isn't amazing, a lot of champions can solo Baron with Bloodthirster, it's much more impressive when you don't have Bloodthirster. When soloing Baron, use R to initiate on it, then you will be in dragon form for the whole Baron fight so you can tank its damage better. (In contrast, if taking Baron with your team, do not use R, save it in case opponents arrive to try to stop you.) If soloing Baron you can use double smite to take it down faster (smite once at the start of the fight, and again at the end: the second smite is available after 15 seconds).

8. __ You can solo turrets without minions when you have the suggested long game build, you can literally walk up to an Inhibitor Turret and take it down from 100-0. (With an Inner Turret it's best to retreat after tanking a few turret shots and come in again because each turret shot does increasing damage.) Very few champions can do this. Remember to activate W when attacking turrets even if there are no enemy minions nearby, for the buff to your auto attacks.

9. __ At game start with your W you can reach river before any other champion, this can be useful for preparing an invade or just for checking which camp the enemy jungler starts on. Using W again should allow you to retreat out of range towards mid lane even if spotted by the enemy team. If your team does a full level 1 invade (or if you get invaded) W combined with Exhaust or Ignite and basic attacks can be enough to take a level 1 kill.

10. __ If stealing enemy Wolves or Raptors camps, especially early game, you can optionally not clear all the small monsters so that the camp does not respawn. This leaves behind a small amount of gold, and blocks your opponent from having gold and XP when he next comes to that camp. It's a powerful strategy in Season 7 where camps take a long time to respawn. But it doesn't work on Krugs: the small krugs will disappear if not taken within a reasonably short time.

11. __ Always give up blue buff to any team-mate who needs it, its only benefit on Shyvana is cooldown reduction. I will usually offer all the blue buffs, including the early ones, to a mana-dependent mid like Lux, this starts to build good team co-operation if you are in solo queue.

12. __ Late game, if using jungle camps or minions to heal up from lifesteal, do not use your W or your E. You will gain more from lifesteal if you use basic attacks and [/color]Q only, and at the same time your Fury bar will build faster - to put it another way, the camps die too quickly if you use W and E. Advanced tip: If you're desperate for lifesteal and only one jungle camp is up, you can bait it out, 90% kill it, then let it reset and repeat - you can heal to full health off one camp like this.[/color]

13. __ You have power spikes at:
  • Level 1 - because W does a lot of damage for an early spell, it's hard for enemies to run from it before they have their dash abilities, and maybe you also have Exhaust or Ignite
  • Level 3 - because you have your full ability combo and most other champions are becoming low on mana at this point
  • Level 6 - because you have your ulti available immediately
  • Levels 7-18 - because Shyvana.

14. __ To play Shyvana well, you need to know your strength against other champions at various different stages of the game. This is hard, as it is so different throughout the game: if you just won a game where you stomped all over a Zed or a Yasuo at level 12, that doesn't mean that you can take them next game at level 6. Especially you need to play cautiously before you have your completed Titanic Hydra. When that item is complete you have a huge power spike in terms of damage dealt, as well as your defences. Before then you need to be somewhat patient. Early game you can kill opportunistically, and you can 1v1 most enemy junglers if nobody else comes, but you have to run from 2v1 situations and watch the map carefully in case of roams. Mid game and late game you can play more fearlessly. After you have 2 or 3 items, go to look for and kill the strongest enemy in a way that he can't do anything about it - so he's farming in lane at full health, you show up, he is dead with no escape. If the enemy Zed or Katarina is afraid to go roaming the map alone in case they find you, you just took away all their power and won the game already.

15. __ If you're struggling as Shyvana, it's probably because you are not doing things fast enough. In the early game, there's no time to relax, you need to think of it as a race to level 6 and every jungle camp as a contested objective, you have to take advantage of the speed Shyvana takes camps, and your movement speed, to do everything faster so that you're in a good place to steal camps or do other more aggressive stuff.

16. __If you're dying to an ADC who kites you - this will happen if the ADC is more skilled than you, or more fed than you - then stop trying to solo kill the enemy ADC, just focus on the other enemies who you can more easily kill. You can also look at a Ninja Tabi + Randuin's Omen + Thornmail build which will counter every ADC, but that is going to leave you vulnerable to magic damage.
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Objective Priority

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Resource Conservation

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Wallhops
You can use your third cast of Broken Wings to bypass terrain. Some larger levels of terrain you can wallhop by glitching Valor in a certain position. With easier wallhops you do not need to dash into them using your Broken Wings or Valor, you should just be able to stand facing the wall and hover your cursor over Riven, use a Movement command to stand directly facing the wall and point your cursor over the wall where she should land, then cast Broken Wings three times and you can easily wallhop it. For some wallhops your positioning needs to be exact, so you should click a small way away from her beginning wallhop point, then click back to the point to make sure she is in the exact right spot. Certain areas of terrain like near the Raptor pit requires you to cast a dash into the wall so Riven goes inside of it and is closer to the other side, so she can cast her third Broken Wings.
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Wall Hacks

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Level One
You can get double EXP level one if you go to lane and sit in the top brush. Do not attack creeps when they start to push to your side, just go in as soon as they get up to lane, so they focus you and go back into the brush. Let them push to the freezing point, you can easily freeze then which is a lot of help denying creeps to opponents that are more reliant on farming, such as Nasus, or hard matchups for poke where you need jungler help, like Pantheon or Gangplank. Clip your enemies with the tip of your hit box to apply damage and keep them from zoning you out, clip your creeps to avoid damage input and the dash really helps you get in get the creeps and get out.
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Level Two
Your level two is massive as you have another spell to your advantage, which you can use to save you in the case your first spell is on Cool Down, if your enemy is level one, with one spell, and you’re level two you have double the power that they have, and higher Damage Per Second. You will probably take Valor second which you can use to completely block their first spell meaning you still have one to use and they are going to rely on Basic Attacks in a duel. If you do take Ki Burst, you can potetionally stop them from backing away forcing them to burn a Summoner Spell early if you can burst them down. If you are even or behind but you see you’re going to get level two after one more creep, and your opponent is still level one force a fight out of them so that they lose a lot of their lane pressure, this can help you get out of a tough zone lane and even zone them.
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Level Three
You have all your spells to your advantage now, and being a resource less, spell dependant person you are at your peek of the early game, you can proc your runes easily gaining burst damage with a simple combo that just requires you to have your three simple spells. Cast Broken Wings twice while last hitting then third cast Broken Wings, Auto Attack, Valor-Ki Burst away. You’re cancelling your animations, using your spells, making the most of your passive and blocking all damage retaliation possible with your Valor and Ki Burst to stun them so they can’t use Crowd Control to catch up in the trade. You can also use The Dekar in lane to use your spells as quickly as possible, not even setting point one second of time away for your Basic Attack you can cancel your Valor and start the animations, so they end at practically the same time.
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Powerspikes

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Trading

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Kill Triangle

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Forging your Lead

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Extending Your Lead

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Recovering from a Lost Lane

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Stalling a Losing Game

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Initiating and Disengaging

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Mechanics

The Dekar
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Warding
Buy your items at the shop then when ether you go back to purchase more buy a Control Ward with your spare gold, use it in River to prevent ganks in your lane and potetionally a gank in the mid lane. Letting your mid laner snowball if they get ahead without being shut down and losing their stacks from a passive/Mejai’s Soulstealer if it’s open to them.
You should ward the tri brush three minutes in and keep it warded unless you know the enemy junglers location. You shouldn’t be pushed far enough up for a tri brush gank at the start so it’s better to ward it later.
If you’re laner tries to zone you from the brush and attempts to trade when you go to ward, don’t risk it. Go back to lane and avoid getting harassed, you should be pushed up if your laner is going aggressive like this anyway, so a ward won’t give you too much information as the jungler won’t tower dive you early. Your main priority is warding the river brush more than tri brush. Once you get a Control Ward you can use it on tri brush and save your trinket for the river.
In the late game you should be warding, if possible, deep in the enemy jungle to predict when the enemy jungler will next gank or so you can force team fights while they’re on the other side of the map. Ward the bush above your/their buffs and the one from in between the two mid lane towers to the buff.

The newest skin is Super Galaxy Shyvana, here are some images - even though it's not a traditional look, I like it a lot, the spells animations look great and the recall animation is very fine.

[IMAGE]
[ULT IMAGE]
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Controlling the Jungle

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Receiving and Giving a Gank

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Wave Management

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Farm Triangle

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Teamwork

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Skins

Which skin you choose can make a small difference to your results in a game, for whatever reason - confidence and your enjoyment of the game, or just the impression of you that your allies and opponents get in the loading screen before they've even seen you play.

I don't much like the Classic skin on Shyvana. The blue skin is kinda ugly, and this skin (but not the others) makes an unpleasant loud flame sound when your W is proccing and the flames damage any target. However, I do sometimes choose this skin when Shyvana is on free rotation, if I want opponents to think I am new to the champion and so under-estimate my skills.

The Boneclaw skin is cute, the human and dragon form models both look good. The W flames animation is similar to the classic skin, in dragon form maybe a little duller coloured and not too many flames on the ground, so it can be hard for opponents to see it - they can maybe walk on it without realising its extent.

Many good Shyvana players like the Ice Drake or Championship skins. The blue spell effects look cool but the Burnout circle of flames is very visible, making it very obvious what the range is. That's useful for you if you don't play the champion too often - a lot of high elo players play 30 or more different champions - but it also helps the enemies, and if you main Shyvana then you should know the range of your spells instinctively. The Ice Drake skin has a great look in Dragon Form but it changes all the sounds into something lighter and more delicate and icy, so that it's hard to hear your E hit with this skin, and for that reason I don't like it so much.

The Darkflame skin is the sneakiest, because the spell animations (especially W) are darker in colour and so harder to see.

Personally I don't see any advantage of the Ironscale skin, it is my least favourite, the W animation has a circle around the outside making it too obvious to enemies what the range is, and in dragon form the dragon (wyvern) wearing armor just does not look right!
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One of the most important skills in the game, it can be the difference between you dying by making an extra mistake and you going 21/1 because you got your snowball going by playing at peak performance. Most people will get tilted if they make a small mistake, not because of the mistake but because of their teams presence. Most people won’t admit they have attitude problems in game. The easiest way to make this a perfect Challenger level rating for your Attitude is by using the /mute all option. This is particularly helpful in lower Elo as most people are probably on tilt already and will only drag you down, as they make stupid mistakes themselves they try to capitalize on yours to make it seem like they’re not so bad. Once you get higher than platinum you are probably pretty decent and if you make mistakes and people in higher Elo point it out, it’s actually beneficial as they know what they’re doing and you could learn how to improve further. You just need to know what your team is saying without it actually effecting how you play. If you initiate and use your Ki Burst and get a triple stun, and you lose that fight, then it’s your fault. Not your teammates. Simply using your crowd control does not make you win a fight as when you dive in it can be a bad situation depending on many things. Your Miss Fortune might not be able to react as you have no vision of the enemy Rengar, and she’s going to get one shot, or Bullet Time might be on cooldown and you will lose a lot of your teams damage which the enemy team would be able to react to.

If you’re playing to improve, welcome constructive criticism from players better than you. If you’re teammate asks you to stop diving and feeding, don’t get mad, ask them what you should do instead, and then judge their response to see if their comment was just flaming or actually useful to you. Although when you try to improve you should improve your weak areas (that many people will call you bad at in game with) but also give yourself credit for your good areas as being negative in game and capitalizing on the mistakes more than the improvements excessively can cause tilt on its own. As a Riven player your probably toxic, it’s ok, you don’t have to deny it. I am to, if you want to flame, and you mean it. You’re probably tilted always avoid flaming your own team, and instead if it cannot be said with pings suggest it nicely to improve your chances of a good team. If you’re insanely ahead, don’t get cocky and flame, but you can just poke fun at them if you know their tilted (see if they’re talking in all chat, inting or if they have several recent losses in their match history.) And use tactics such as the bush gank, which can make them into the useless player you always lose because of. Just make sure you don’t really say it out of anger as that normally will self-tilt you if you do lose to them.
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Targeting

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Peeling

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Being in the Right Place at the Right Time

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Sieging

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Splitpushing

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Videos

Here are some Shyvana videos which I like. The first two are from Pre-Season 8 with Runes Reforged, and demonstrate a lot of the points made in this guide. I have also included some older videos (some are even from Season 5), selected because they showcase Shyvana's best strategy for ganking, counter-ganking and counter-jungling generally - you can learn something from all of these videos.


[GAMEPLAY VIDEO]
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So this guy is a Challenger smurfing in Diamond 1 tier. You can expect him to have an easy time! But actually there are no amazing outplays here, all he is doing is playing Shyvana correctly and watching the map. It's a good demo of many of the points covered in this guide. The build is damage focused with Skirmisher's Sabre - Bloodrazor, Titanic Hydra and Frozen Mallet. See how he's basically all over the J4: when J4 appears top at 02:30 he counterganks and gets a kill. At 06:20 he anticipates the J4 coming to gank mid-lane, uses his R to counter-gank and gets a nice double kill. At 17:00 he's split pushing top while his team takes mid turret, the enemy send two people to deal with him, and he still kills one before he dies.

[RIVEN VS META TOP CHAMP]
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Another Challenger-level game. This player has an excellent farming technique on Shyvana (he must have practised hard in practice games) - probably the best I've seen. See how he kites the camps exactly right, to take almost no damage while not delaying his attacks. At Level 2 watch him take the Blue Sentinel and Gromp simultaneously, after dragging the Blue Sentinel over (like a Fiddlesticks clear). He has some other nice moves. He uses Flash aggressively only - at 24:05 he R-Flashes into the enemy base to reach the Xerath who thought he was safe, ha ha.

The main thing to learn from this one is he never gives up and never retreats. If he wants an objective, he takes it. At 22:25 see the team take Baron, even while Xerath is pouring damage onto them from over the wall. See Shyvana over and over go back into a fight on less than 25% health. At 23:30 see him take mid-lane Inner Turret even while it's defended, he just goes in a couple more times and hits it again.

He does not gank before level 6, but he is not simply AFK farming, he shows himself in river and in lane a few times and creates threat (as well as taking Fire Drake solo and very early at 4:30 of game time).

This was not an easy game to win. The Rengar hard-feeds early, so Camille gets fed and the enemy start with a 0-5 lead: Rengar is 0-7-0 to start with. And the Kha'Zix is good - the Shyvana does not dare invade while Kha'Zix is alive. But Shyvana just keeps on going, keeps farming herself up, keeps taking objectives, and she ganks or joins team fights whenever R is up. A beautiful 12-3-12 score to finish with.

There are some mistakes. She makes a bizarre decision to solo drake on low health at 13:22 without checking whether it is warded; the enemy Tristana immediately jumps in and messes her up, Shyvana dies and loses the Dragon. Later there is a very greedy chase of Kha'Zix deep into enemy jungle at 19:35 when Kha is obviously baiting. Shyvana gets herself and 2 allies killed for that, and loses another Dragon.

Early route: half-clear then back for an early Hunter's Talisman then dragon at level 4 (respect!) Full build: Skirmisher's Sabre - Bloodrazor - Frozen Mallet - Ninja Tabi - Locket of the Iron Solari - Randuin's Omen. The Locket was a very strong item in Patch 8.5 for a champion who built heavy bonus health, its shield also scales off Shyvana's dragon form bonus health. Note the item has been nerfed from Patch 8.7 making it weaker late game now but it's still a fine item for mid-game team fights.

[META RIVEN GAMEPLAY]
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Here is a full game of AnkleSpankin playing Shyvana in Pre-Season 8, it's a good overall introduction to the champion with plenty of commentary on how to play her. He power farms up to level 6 and then starts visiting the lanes fairly aggressively. As with the previous video, Frozen Mallet is his first big item. In my opinion this is your best item if your allies are competent and working well with you, but in solo queue and lower elo where you might need to carry the whole game by yourself, Titanic Hydra is better for higher burst damage. Some of my builds take both these items.

[RIVEN GUIDE]
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A short video with a basic introduction to the champion and her abilities. It covers a lot of the main points in a 6 minute video. The commentary is from IWillDominate, one of the best junglers in the world - an excellent Season 5 game with him is below. Bear in mind that the rune and mastery advice in an old video like this is not going to be relevant for Season 8.

[BEST RIVEN VS BEST ?]
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A Patch 7.1 game from Korea. Look at the heavy counter-jungling: he starts at his Red Buff, then steals the enemy Blue Buff and Gromp. (Hecarim tries to respond by stealing Shyvana's Blue Buff, but gets caught there by the bottom lane.) He steals Hecarim's jungle camps over and over, prioritising this even over taking first drake. He also gains XP whereever possible, for example standing in lane near minion deaths to catch some extra XP while backing. He follows this build path: Skirmisher's Sabre -> Frozen Mallet -> Guardian Angel.

[JG GAMEPLAY]
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Another Patch 7.1 game from Korea, this one featuring MaRin. See how every jungle camp is a contested objective. Here versus the Elise, you can see these guys fighting over which one of them will get a Gromp. Over and over, every Red Buff is contested when it comes up. The Shyvana manages to take all three Dragons though, with a very nice level 4 Dragon. :)

MaRin here follows an Enchantment: Cinderhulk + Wit's End build, he has only those two items for the majority of the game, and he wants the MR against an Elise and a fed Cassiopeia mid. (In the last few seconds he buys a Rabadon's Deathcap - don't worry guys, he's trolling there!) Actually I think his build would have been better if he'd rushed the Wit's End first and then taken Cinderhulk second: that would have given him more DPS for taking objectives, he might have won some of those contested camps...

Look also at 17:25 in the video, there's a 2 v 2 fight going on, and then the enemy Lucian shows up: Shyvana and Bard immediately switch their focus to Lucian who is the most dangerous. Shyvana ults aggressively to kill Lucian quickly while he is using his ult, she's then in Dragon form and strong enough that the 2 remaining opponents (Elise and Alistar) back off.

[SPECTATING RIVEN GAMES]
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This is a Gold V game (from late Season 5) with a rare "coaching" style commentary on the Rengar from NightBlue3, a popular streamer and former pro jungler (substitute for Team Solo Mid in 2014). It includes pauses and slow-motion replays at key moments. The commentary is full of excellent tips for any jungler wanting to climb ranked - all of the general comments are still relevant for Season 8. The Rengar loses to a Shyvana who outplays him all game and there is some commentary on her. You can see the Shyvana's exact route from the mini-map and all her early-game kills and counter-jungling are shown.

Comments on the riven build


[PROFESSIONAL RIVEN PLAY]
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A Pro level game (without commentary) where the Shyvana play is a work of art. Everyone should watch the first 20 minutes of this game to see how Shyvana is played properly.

Game Details


It is a perfect early game item build except that if carrying this hard I would get some more damage after Giant's Belt, but maybe he was going to do that[/spoiler]

[RIVEN VS OFF META TOP LANER]
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A late S5 game with Bengi in solo queue playing Shyvana and carrying hard. This older game showcases Shyvana counter-ganking, he counter-ganks at least 4 times in top lane. You can also see him team fighting with a "counter-ganking" / "flanking" style (see Team Fights section of this guide), meaning he is last to dive in to the fight and cleans up.

[KOREAN RIVEN]
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Switch off the sound and just watch the gameplay. The video is in French (the title means something like OMG he's going to report me for counter-jungling so much). Even if you understand French you might want to switch off the sound for this one... This guy counter-jungles the Udyr early, very very effectively. He's also extremely fast, there is zero hesitation and he just takes camp after camp after camp, he is always doing something: it's an excellent showcase for how fast Shyvana can be. Also look out for his kill on a retreating Janna at 17:54: it's very pleasing.

Game details


[TUTORIAL ON RIVEN]
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A Master level game from the Brazilian server, with a full game commentary - the detailed commentary contains some good tips on jungle vision, counter-jungling, and general strategy when you are carrying a game.

Game details

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Analysis

*Remember: Syv matchups
*Remember: Who to ban
*Team Comps
*Jungle
*Aram
*Twisted Treeline
*Adc
*Mid
*Support
*Ranked
*Rest
*Event guide
*Practice Tool
*Items
https://www.mobafire.com/league-of-legends/build/advanced-jungle-guide-mid-season-6-467866#chapter2
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